Apparatus and method for facilitating team play of slot machines

ABSTRACT

A method for team play of slot machines, including determining a first result corresponding to a first player on a team, determining a second result corresponding to a second player, determining whether the second player is on the team, and determining a result based on the first result and the second result if the second player is on the team. Various embodiments further include awarding comp points to the team based on the play of the first player and the second player. Various embodiments further include joint participation in a bonus round by members of a team.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation in part of U.S. patent applicationSer. No. 10/067,576, incorporated herein by reference, filed on Feb. 6,2002; which is a continuation-in-part of U.S. patent application Ser.No. 09/590,021, incorporated herein by reference, filed on Jun. 8, 2000and issued as U.S. Pat. No. 6,361,441 on Mar. 26, 2002; which is acontinuation of U.S. patent application Ser. No. 09/052,835,incorporated herein by reference, filed on Mar. 31, 1998 and issued asU.S. Pat. No. 6,142,872 on Nov. 7, 2000.

FIELD OF THE INVENTION

The present invention relates generally to electronic gaming devices,such as slot machines, and more particularly, to a system forfacilitating team play of such electronic gaming devices.

BACKGROUND OF THE INVENTION

Gambling is a popular form of entertainment, offering gamblers many gamealternatives, including numerous table games, such as poker, blackjackand roulette, and various electronic gaming devices, including slotmachines, video poker devices, video keno devices and video blackjackdevices (hereinafter, collectively referred to as “slot machines”).

Golf is often played in a tournament environment where players competeagainst one another, with many golf tournaments incorporating a teamcomponent. The popular “better ball” golf tournament format, for examplepermits the team score for each golf hole to be the lowest number ofstrokes obtained by any team player for a given hole. Another variationis the “best ball” format, where the best field position of any teamplayer on each stroke is utilized by all team players for the subsequentstroke.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic block diagram illustrating a suitablecommunications network environment for interconnecting one or moreelectronic gaming devices, such as slot machines, with a slot server;

FIG. 2 is a schematic block diagram of the slot server of FIG. 1;

FIG. 3 is a schematic block diagram of a slot machine of FIG. 1, inaccordance with the present invention;

FIGS. 4A, 4B, 5A, 5B, 5C and 5D are plan views of various embodiments ofthe slot machine of FIG. 3;

FIG. 6 illustrates a sample table from the player database of FIG. 2;

FIG. 7 illustrates a sample table from the registered team database ofFIG. 2;

FIG. 8 illustrates a sample table from the machine database of FIG. 2;

FIG. 9 illustrates a sample table from the per-spin transaction databaseof FIG. 2;

FIG. 10 illustrates a sample table from the per-session transactiondatabase of FIG. 2;

FIG. 11 illustrates a sample table from the per-spin payout database ofFIG. 3;

FIG. 12 illustrates a sample table from the per-session payout databaseof FIG. 3;

FIG. 13 illustrates a sample table from the per-spin probabilitydatabase of FIG. 3;

FIG. 14 illustrates a sample table from the per-session probabilitydatabase of FIG. 3;

FIGS. 15A through 15C, collectively, are a flowchart describing anexemplary per-spin process implemented by the slot machine of FIG. 3;

FIGS. 16A and 16B, collectively, are a flowchart describing an exemplaryper-spin process implemented by the slot server of FIG. 2;

FIGS. 17A through 17C, collectively, are a flow chart describing anexemplary per-session process implemented by the slot machine of FIG. 3;and

FIG. 18A through 18B, collectively, are a flow chart describing anexemplary per-session process implemented by the slot server of FIG. 2.

FIG. 19 illustrates exemplary views of outcomes generated by threedifferent players, and a team outcome formed by combining the outcomesof the three players.

DETAILED DESCRIPTION

In various embodiments, a team player may earn comp points for his team.For example, a team may earn a comp point for each handle pull made by aplayer on the team. A team may have an account for comp points, suchthat the account is not associated with a particular individual, butwith the team as a whole. Thus, various embodiments contemplate anaccount for comp points that is associated with a group of people, suchas a team, rather than with just a single individual. In variousembodiments, an individual on a team may earn comp points for bothhimself and for his team. For example, for each handle pull made by aplayer, the player's team may earn one comp point and the player mayalso earn a comp point for his personal account.

There are many ways in which individual team players' results, and/or ateam game result, may be indicated. According to various embodiments ofthe present invention, a display indicates a team result by bringing toprominence relevant indicia from the individual team players' results.These relevant indicia form the team result. Indicia may include reelsymbols, card symbols, or numbers (e.g., from a video keno game, a videobingo game, or a video roulette game). According to various embodimentsof the present invention, a display at a slot machine may bring indiciato prominence through means such as highlighting, flashing, underlining,or enlargement of the indicia.

Generally, according to various embodiments of the invention, aplurality of slot machines and a slot server enable team play of theslot machines by a plurality of slot machine players. The game resultsof each player on a given team are combined in a predefined manner toobtain a team game result. The game results of each player may becombined on a “per-spin” basis, or the game results may be collected foreach team player over an entire play session, with the net result ofeach team player combined on a “per-session” basis.

In a “per-spin” embodiment, each team player initiates play (on the sameor separate slot machines), and the individual game results of each teamplayer are used in a predefined manner to obtain a team game result,with the team game result being the one that provides the highestresulting payout, for each spin. The individual game results of eachteam player can be combined by selecting the symbol obtained by the teamplayers in each reel position that provides the team game result withthe highest resulting payout. Alternatively, the individual game resultof the team player providing the highest resulting payout can beselected as the team game result. Alternatively, the team game result isnot the highest resulting payout (e.g., is the second-highest resultingpayout).

In a “per-session” embodiment, each team player continues play for anentire play session, and the net result of each team player is analyzedin a predefined manner on a “per-session” basis to obtain the teamsession result. A session can be defined, for example, in terms of (i)the number of plays per session; (ii) the duration of the session; or(iii) the number of plays until a predefined event occurs. The teamsession result can be defined, for example, as (i) the highestindividual net result of a team player after an entire session; (ii) theaverage of the net result of each team player after an entire session;(iii) the sum of the highest five payouts awarded to any team playerduring the session; or (iv) the sum of each of the highest payouts foreach spin. Alternatively, the team session result is not a highestresulting payout (e.g., is the second-highest resulting payout). Also,the team session result need not be based on a highest payout (orpayouts). For example, the team session result can be defined as (i) thesecond highest individual net result of a team player after an entiresession; or (ii) the sum of any predetermined combination of payoutsawarded to any team player during the session (or for each spin).

FIG. 1 shows an illustrative slot network 110 for transferringinformation between one or more slot machines 300-303 and a slot server200. According to a feature of the present invention, the slot server200 permits team play of slot machines by a plurality of slot machineplayers using the slot machines 300-303. The game results of each playeron a given team are combined in a predefined manner, and the overallgame result (e.g., one that provides the highest payout) is provided toeach of the team members.

According to a further feature of the invention, the game results ofeach player on a given team may be combined in a predefined manner on a“per-spin” basis. The game results may also be collected for each teamplayer over an entire play session, with the net result of each teamplayer analyzed in a predefined manner on a “per-session” basis. In thismanner, team players are encouraged to support and cheer on one anotherand may compete against other teams. Thus, according to these and othervarious embodiments of the present invention, the social and competitiveaspects of slot machine play may be increased. In addition, thepotential loss to each team player is minimized, since a non-winningper-spin or per-session game result by a team player can be offset whencombined with the corresponding winning results of another team member.

As used herein, the term “slot machine” refers to any programmablegaming device generating a random or pseudo-random event in which one ormore players can wager on the outcome of the event. Examples of slotmachines include traditional slot machines, video poker, video bingo,video keno and video blackjack devices.

Team Registration

Teams may be formed by individual slot machine players or by a casino,for example, on an anonymous ad hoc basis. Players can optionallyregister for team play with a casino, for example, by providing thenames and player tracking numbers of team players and the preferences ofthe team, such as whether per-spin or per-session team play ispreferred, and the preferred length of each session for per-sessionplay. Team players can be linked electronically, for example, by meansof player tracking cards. Thus, the slot server 200 can recognizeplayers as members of a team once the player tracking card of each teammember has been inserted into a card reader on the slot machine 300-303.The presence of all team members may or may not be required to initiateteam play. Slot server 200 can indicate to a team player whether otherteam members are currently playing a slot machine 300-303, such as arepresentative slot machine 300, in the casino.

The formation of a team may begin when one or more of the prospectivemembers communicates to the slot server 200 the desire to form a team.Team members may communicate with the slot server 200 via a gamingdevice, such as slot machine 300, with a network connection to theserver. Team members may come to an information or chip-cashing desk ata casino and inform a casino employee of the desire to register a team.The casino employee may then communicate with the slot server 200 on theteam's behalf. A team may also register on-line. For example, one ormore team members may use a personal computer to access a Web sitehosted by a slot server 200. The team member(s) may then provideregistration information by keying it into dialog boxes on the Web site,by selecting relevant options from menus, and so on. A team may alsoregister over the phone, via email, or via any other method, such as aform displayed at a display of a slot machine 300, or on a Web pagehosted by the slot server 200.

A casino may prompt prospective team members as to whether or not theywish to join a team. For example, a slot server 200 may transmit amessage via the casino's slot network to prospective members' slotmachines. A slot machine 300 that has received such a message may thendisplay it on a display of the slot machine 300. Alternatively, the slotmachine 300 may output an audio message to the user at the slot machine300. The user may then respond by touching areas on a display, by keyingin a response using a keypad or other buttons, or by voicing a responseinto a microphone of the slot machine 300.

Per-Spin Embodiment

Generally, in a “per-spin” embodiment of the present invention, eachteam player initiates play in a conventional manner, and the individualgame results of each team player are combined in a predefined manner toobtain the team game result, with the team game result being the onethat provides the highest resulting payout, for each spin. In theillustrative implementation of the per-spin embodiment discussed herein,the individual game results of each team player are combined byselecting the symbol obtained by the team players in each reel positionthat provides the team game result with the highest resulting payout. Inan alternate implementation, the individual game result of the teamplayer providing the highest resulting payout can be selected as theteam game result.

For example, three team players, Jack, Mary and Bob commence per-spinteam play on three of compatible slot machines 300-303, such asthree-reel slot machines. Once the team players initiate play at theirrespective slot machines, the following individual game results and teamgame result may occur (assuming the team game result is obtained byselecting one symbol from each reel position that provides the best teamgame result): CORRESPONDING PAYOUT FOR CONVENTIONAL VERSUS REEL 1 REEL 2REEL 3 TEAM RESULTS JACK BELL ORANGE BELL 0 MARY CHERRY BAR CHERRY 5COINS BOB BAR CHERRY BELL 0 TEAM CHERRY CHERRY CHERRY 5 COINS PER GAMETEAM PLAYER RESULT

If each of the team players in the above example had been playing onconventional slot machines, only Mary would have been a winner of fivecoins. As per-spin team players, however, each of the team players isawarded five coins for the “best team game result” of“cherry/cherry/cherry,” based on the payout awards provided in theper-spin payout database 1100, discussed further below in conjunctionwith FIG. 11. As discussed further below, in conjunction with FIGS. 3,4A and 4B, in the per-spin embodiment, the slot machine 300 mayoptionally include a display indicating the individual game result ofeach team player after each spin of the slot machine 300, as well as thecombined team game result. In this manner, the interactive aspects ofteam play are reinforced to team players, and team players can ensurethat the best team game result has been selected for each spin.

In one implementation of the per-spin embodiment, each team player mustwait for all other players on the same team to complete their spinbefore obtaining the team game result. A “waiting” message can bepresented next to the names of the team players that have not completedtheir spin. In a further variation, individual team players can continueindividual play while waiting for the team results.

In various per-spin embodiments, members of a team may jointlyparticipate in determining a single outcome. In one exemplaryembodiment, a 3×3 grid of opaque symbols is visible on the displayscreens of each of two team members. Behind each opaque symbol is hiddena game symbol, such as “bar,” “bell,” or “plum.” The hidden symbols arethe same for both team members. In fact, the displays on the two teammembers' screens are just different displays of the same game. The rowsof the grid are numbered “1,” “2,” and “3,” while the columns of thegrid are labeled “A,” “B,” “C.” To play the game, the team members mustselect a grid location such as “A1” or “B3” by selecting both a row anda column. The hidden symbol behind the opaque symbol for that gridlocation will then be revealed. According to various embodiments, thegrid location is selected by having one of the two team members select arow, and by having the other of the two team members select a column.Once both a row and a column have been selected, the gaming devices ofthe two team members reveal the corresponding hidden symbol. The symbolmay then result in a payout for the two team members. The payout may bereceived at either one of, or at both of the team members' gamingdevices. In this way, both team members have contributed to theselection of an outcome. It will be appreciated that the presentembodiment may be extended to grids of any number of rows or columns,and indeed to three or higher-dimensional grids. Play of athree-dimensional grid may, for example, involve the inputs of threeteam members.

In another exemplary embodiment, each of two or more team members maysubmit a seed number to be used in a random number generator fordetermining an outcome. As is well known in the art, many gaming devicesdetermine an outcome by first generating one or more random numbers andthen matching those numbers to a corresponding outcome. Seed numbers maybe used as a way of initializing random number generators. In thevarious embodiments, seeds submitted by two or more team members may becombined (e.g., added or multiplied) and then used as the basis forgenerating an outcome-determining random number. In this way, teammembers may jointly contribute to the generation of an outcome. The seedprovided by one or more team members need not be provided explicitly.For example, a team member need not submit a sequence of numericaldigits. Rather a seed may be derived from a digital representation of ateam player's fingerprint, from a measurement of the time during which ateam player presses one or more buttons, and so on.

Per-Session Embodiment

Generally, in a “per-session” embodiment of the present invention, eachteam player continues play in a conventional manner for an entire playsession, and then the net result of each team player can be analyzed ina predefined manner on a “per-session” basis to obtain the team sessionresult. A session can be defined, for example, in terms of (i) thenumber of plays per session, such as 100 plays of the slot machine; (ii)the duration of the session, such as one hour; or (iii) the number ofplays until a predefined event occurs, such as a particular game result(e.g., one team player hits “cherry/cherry/cherry”).

As discussed further below, the slot server 200 monitors the gameresults of each team player for the duration of the session, and thenawards the team session result to each team player after the session iscomplete. In the illustrative implementation of the per-sessionembodiment discussed herein, the highest individual net result of a teamplayer after an entire session is selected as the team session result.In alternate implementations, the team session result can be defined as(i) the average of the net result of each team player after an entiresession; (ii) the sum of the highest five (or highest x, where x couldbe any number) payouts awarded to any team player during the session;(iii) the sum of each of the highest payouts for each spin; or (iv) thesum of all payouts for a given game result, such as a predefined gameresult, the most frequently occurring game result, the game resultproviding the highest payout over an entire session, or the game resultproviding the lowest positive payout; (v) the sum of each team player'shighest three (or highest x) payouts; (vi) the sum of net results ofeach team at the point in time during the session when the sum was thehighest; (vii) the average of the net results of the single bestperforming team player and the single worst performing team player;(viii) the negative of any of the above, e.g. the negative of theaverage net results each team player; or (ix) the sum of the first,third, and fifth highest payouts for each spin.

For example, three team players, Jack, Mary and Bob commence per-sessionteam play on three of compatible slot machines 300-303, such asthree-reel slot machines, and continue for an entire session of 100plays. A compatible slot machine may be defined, for example, as a slotmachine having the same manufacturer and model number. Once each of theteam players completes the session at their respective slot machines,the following individual net results and team session result may occur(assuming the team session result is obtained by selecting the highestindividual net result): PLAYER WIN/LOSS JACK +20 MARY −2 BOB +100 TEAM+100 SESSION RESULT

Once the session is complete, the slot server 200 determines that thehighest individual net result is +100. Since each player inserted 100coins to complete the 100 play session, the slot server 200 theninstructs the respective slot machines to dispense 200 coins to eachteam player to obtain the desired team session result of 100 coins (aprofit of 100 coins for each player). If each of the individual teammembers obtains a negative net result, the slot server 200 selects thebest negative net result as the team session result and instructs therespective slot machines to dispense the appropriate amount of coins toeach team player that results in each player obtaining a minimum lossequal to the team session result. Thus, according to this and othervarious embodiments of the present invention, the financial riskassociated with slot machine play may be spread among a plurality ofplayers.

As discussed further below, in conjunction with FIGS. 3, 5A, 5B, 5C and5D, in the per-session embodiment, the slot machine 300 may optionallyinclude a display indicating the current net result of each team player,as well as the current team session result. In this manner, theinteractive aspects of team play are reinforced to team players and teamplayers can ensure that the correct team session result has beenselected for the session. Alternatively, the individual net results andteam session results may be displayed only upon completion of a session.

In one implementation of the per-session embodiment, each team playercould be required to play a session simultaneously. In an alternateimplementation, team players could play at separate times, and the teamsession result can be calculated once each team player has completed thesession. A “waiting” message can be presented next to the names of theteam players that have not completed their session. Preferably, no coinsare paid out until the session is complete.

The slot server 200 and the slot machines 300-303, discussed furtherbelow in conjunction with FIGS. 2 and 3, respectively, may be embodiedas conventional hardware and software, as modified herein to carry outthe functions and operations described below. The slot server 200 andslot machines 300-303 transmit data between one another. The transmitteddata may represent player names and corresponding identification numbersand team associations, credit balance amounts and play results. Ofcourse, other types of data may also be transmitted. The slot server 200and each of the slot machines 300-303 may communicate by means of cableand/or wireless links on which data signals can propagate.

FIG. 2 is a block diagram showing the architecture of an illustrativeslot server 200. The slot server 200 may be embodied, for example, as anRS 6000 server, manufactured by IBM Corp., as modified herein to executethe functions and operations of the present invention. The slot server200 includes known hardware components, such as a central processingunit (CPU) 205 in communication with each of a data storage device 210,a read only memory (ROM) 220, a random access memory (RAM) 230, a clock240, a communications port 250 and a slot network interface 260. The CPU205 can be in communication with the data storage device 210, the readonly memory (ROM) 220, the random access memory (RAM) 230, the clock240, the communications port 250 and the slot network interface 260,either by means of a shared data bus, or dedicated connections, as shownin FIG. 2. The CPU 205 may be embodied as a single processor, or anumber of processors.

As discussed further below in conjunction with FIGS. 6 through 10, thedata storage device 210 includes a player database 600, a registeredteam database 700, a machine database 800, a per-spin transactiondatabase 900 and a per-session transaction database 1000. The playerdatabase 600 stores information on each player, including an identifierof each player's team and the player's loyalty reward points balance.According to various embodiments, a player may be on more than one team.Player database 600 may thus include an identifier for each team ofwhich the player is a member. The registered team database 700 storesinformation on each team that is registered for slot machine play,including an identification of each team member. The machine database800 stores information on each slot machine in a casino, including thetype of each machine. The stored machine information may be used, forexample, to ensure that each team player is utilizing one of compatibleslot machines 300-303. The per-spin transaction database 900 stores playresults for each team playing in a per-spin embodiment of the presentinvention. The per-session transaction database 1000 stores play resultsfor each team playing in a per-session embodiment of the presentinvention.

The data storage device 210 and/or ROM 220 are operable to store one ormore instructions, which the CPU 205 is operable to retrieve, interpretand execute. As shown in FIG. 2 and discussed further below inconjunction with FIGS. 16 and 18, the data storage device 210 includes aper-spin process 1600 and a per-session process 1800, to implement thetwo illustrative embodiments of the present invention. As discussedbelow, the per-spin process 1600 and the per-session process 1800 areeach executed in cooperation with similar processes 1500, 1700,respectively. These processes 1500, 1700 are executed on the individualslot machines 300-303 being utilized by team members.

The communications port 250 connects the slot server 200 to a slotmachine interface 260, thereby permitting the slot server 200 tocommunicate with each connected slot machine, such as the slot machines300-303 shown in FIG. 1. The communication port 250 may include multiplecommunication channels for simultaneous connections. It is noted thatthe functionality provided by the slot server 200, such as providingeach slot machine 300-303 with team information and coordinating teamplay, could be provided directly by one or more of the slot machines300-303 or by a separate team controller (not shown), as would beapparent to a person of ordinary skill in the art.

FIG. 3 is a block diagram showing the architecture of an illustrativeslot machine 300. Although descriptions herein of various embodiments ofthe present invention may refer for convenience to slot machine 300, itwill be understood that such descriptions may apply to any of slotmachines 300-303. The architecture illustrated in FIG. 3 is alsodescriptive of the functionality of the slot machines 301-303 shown inFIG. 1. Plan views of various per-spin and per-session embodiments ofthe slot machine 300 are shown in FIGS. 4A, 4B, 5A, 5B, 5C and 5D. Theslot machine 300 includes known hardware components, such as a CPU 310and a data storage device 320, which may function in a similar manner tothose corresponding components described above in conjunction with FIG.2.

As previously indicated, the present invention permits team play of slotmachines on a “per-spin” or “per-session” basis. In one implementation,each slot machine 300 maintains separate databases for storing theprobability that a given game result will occur, and the correspondingpayout associated with each winning game result, for a number of teamsizes, for each of the “per-spin” and “per-session” embodiments. Thus,as discussed further below in conjunction with FIGS. 11 through 14,respectively, the data storage device 320 includes a per-spin payoutdatabase 1100, a per-session payout database 1200, a per-spinprobability database 1300 and a per-session probability database 1400.Generally, the per-spin payout database 1100 and the per-session payoutdatabase 1200 store the payouts associated with each winning game resultfor a number of team sizes, for the per-spin and per-sessionembodiments, respectively.

Likewise, the per-spin probability database 1300 and the per-sessionprobability database 1400 store the probability that a given game resultwill occur for a number of team sizes, for the per-spin and per-sessionembodiments, respectively. The respective payout databases 1100, 1200 orthe probability databases 1300, 1400, for each of the “per-spin” and“per-session” embodiments, can be adjusted in accordance with thepresent invention to fund team play. Alternatively, both the respectivepayout databases 1100, 1200 and the probability databases 1300, 1400,for each of the “per-spin” and “per-session” embodiments, can beadjusted to fund team play. For a more detailed discussion of aconventional slot machine, and the associated probabilities and payouts,see J. Regan, Winning at Slot Machines (Citadel Press 1985),incorporated by reference herein.

In addition, the data storage device 320 and/or ROM (not shown) areoperable to store one or more instructions, which the CPU 310 isoperable to retrieve, interpret and execute. As shown in FIG. 3 anddiscussed further below in conjunction with FIGS. 15 and 17, the datastorage device 320 includes a per-spin 10 process 1500 and a per-sessionprocess 1700, to implement the “per-spin” and “per-session” embodimentsof the present invention. As previously indicated, the per-spin process1500 and the per-session process 1700 are executed by the slot machines300-303 being utilized by team players, in cooperation with similarprocesses 1600, 1800, respectively, executing on the slot server 200 tocoordinate team play.

In a per-spin embodiment, each player starts the representative slotmachine 300 in a conventional manner by providing a form of payment, forexample, by depositing one or more coins or bills in a coin/billacceptor 355, or inserting a credit card, debit card or smart card intoa card reader 364. If the player inserts a player tracking card, theslot machine 300 will determine if the player is registered with a team.Alternatively, a player may indicate he is registered with a team byother means, such as via a button or keyboard input. If the player isnot registered with a team, the player can play the slot machine 300 ina conventional manner.

If the player is registered with a team, however, and agrees toparticipate in team play while one or more of the player's teammates arecurrently playing, team play can be enabled. Each team player theninitiates play by pressing a starting controller 374, such as a “spinreels” button on their respective slot machine 300-303. Thereafter, theCPU 310 on each respective slot machine 300-303 initiates the randomnumber generator 378 to generate a random number. The CPU 310 looks upthe generated random number in the appropriate field of the appropriateprobability database per-spin probability database 1300, discussed belowin conjunction with FIG. 13, and based on the number of team playerscurrently playing retrieves the corresponding reel combination, orindividual game result. Each CPU 310 also directs a reel controller 330to spin the reels 332, 334, 336 and to stop them at a point when acombination of symbols corresponding to the retrieved individual gameresult is displayed. In alternative embodiments, the slot machine 300does not include the reel controller 330, or reels 332, 334, 336.Instead, a video display area 346 graphically displays representationsof objects contained in the selected game, such as graphical reels orplaying cards. These representations are preferably animated to simulateplaying of the selected game.

The individual game result of each team player is then transmitted tothe slot server 200, which generates the resulting team game result in apredefined manner. The slot server 200 then transmits the individualgame results and resulting team session result to each slot machine300-303, for display to each team player on a display. According tovarious embodiments of the present invention, slot machine 300 brings toprominence indicia from individual team players' results by displayingthe indicia in an area of video display 346 of slot machine 300.Alternatively, as described with respect to various embodiments herein,indicia and/or results may be displayed at a display of slot machine 300other than video display 346, such as display 410 (FIG. 4A).

There are many ways in which a display may indicate individual teamplayers' results and/or the team game result. In one embodiment, adisplay of slot machine 300 indicates the team result by bringing toprominence relevant indicia from the individual team players' results.These relevant indicia are combined in a predefined manner to form theteam result. Indicia may include reel symbols, such as “orange”,“cherry” or “7”. Indicia may also include card symbols, such the king ofspades, three of diamonds, or a joker. Indicia may further includenumbers from a video keno game, a video bingo game, or a video roulettegame.

In another embodiment, a slot machine 300 brings to prominence indiciafrom individual team players' results by displaying the indicia at adisplay of the slot machine 300. A display (e.g., video display area346) of slot machine 300 may highlight, call attention to, or otherwisebring indicia to prominence through the use of highlighting, flashing,underlining, enlargement, or other means known to those of skill in theart.

For example, suppose Linda and Sue comprise a two-person team. In oneexample of a video poker embodiment, Linda and Sue are on separate videodraw poker machines. Each begins with a five-card hand, discards fromone to five cards, and receives replacement cards. The team result forLinda and Sue may be defined, for example, as the best five-card pokerhand that can be made by combining at least one card from Linda's handwith at least one card from Sue's hand. Of course, the team result maybe defined as various other combinations of Linda's hand and Sue's hand.For example, a team result need not require at least one card from eachplayer's hand.

Once Linda and Sue have each completed individual games, the slot server200 receives Sue's individual game result and transmits it to Linda'sslot machine, and receives Linda's individual game result and transmitsit to Sue's slot machine. Then, Linda's slot machine displays Linda'sfive-card hand in one row, and Sue's five-card hand in a second row. Theslot machine then highlights the five cards from the two hands that willmake the team result. For instance if Linda's hand is As Qs 9d 5h 3c,and Sue's hand is Ks Js 10s 8c 6c (where “A”=ace, “K”=king, “Q”=queen,“J”=jack, “s”=spades, “h”=hearts, “d”=diamonds, “c”=clubs) then the AsQs from Linda's hand combines with the Ks Js 10s from Sue's hand to makea team outcome of As Ks Qs Js 10s, or a royal-straight-flush. In thisexample, Linda's slot machine may therefore highlight the As and Qs fromLinda's hand, and the Ks Js 10s from Sue's hand, so as to indicate thecards that are to be used in the team result.

FIG. 4A illustrates another example of bringing to prominence individualindicia from different team players' results so as to indicate a teamresult. In FIG. 4A, outcomes for three team players are displayed atdisplay 410. Team player Jack has obtained the outcome bell-orange-bell.Team player Mary has obtained the outcome cherry-bar-cherry. Team playerBob has obtained the outcome bar-cherry-bell. In FIG. 4A at display 410,a line is drawn around each of the cherry indicia, forming a separatebox around each cherry indicium. In this way, each team player can seethat the two cherries from Mary's outcome, and the cherry from Bob'soutcome, have contributed to the overall team outcome ofcherry-cherry-cherry. Of course, alternatively or in addition, theindicia and results could be displayed at video display 346.

A display (e.g., display 410) on a slot machine 300 may also rearrangeindicia in order to indicate a team result. For instance, in the aboveexample, Linda's slot machine may initially display Linda and Sue'sindividual results as hands in two separate rows. The display 410 maythen show the cards being switched between the two rows until the teamresult is in the top row, and the cards not used from Linda and Sue'shands are displayed in the bottom row. In many embodiments, therearrangement is performed slowly so that a user can easily see a cardfrom one row traveling to the other, and being replaced by another cardfrom the other row. Furthermore, the slot machine may repeatedlyillustrate the rearrangement of cards, in case the user had not beenpaying attention. For example, display 410 may begin by showing Linda'shand in row one and Sue's hand in row two, and may then rearrange thecards to show As Ks Qs Js 10s in row one and 9d 5h 3c 8c 6c in row two.However, slot machine 300 may then revert to showing Linda's hand in rowone and Sue's hand in row two, and repeat the rearrangement. The processmay repeat until, for example, Linda and Sue begin a new game. Ofcourse, a slot machine 300 may illustrate the rearrangement of any othertype of indicia between two or more individual results in order todisplay a team result.

In another embodiment, a slot machine 300 brings to prominence indiciafrom individual team players' results by displaying the indicia in aspecial area on a video display of the slot machine 300 (e.g., videodisplay 346), or other display. Once again using the example of Lindaand Sue, Linda's slot machine may display both Linda and Sue'sindividual results on the lower part of the screen. However, in theupper half of the screen, Linda's slot machine may display the teamresult consisting of only the five cards As Ks Qs Js 10s. With thesefive cards at the top of Linda's video display, the same cards may ormay not be removed or blanked out from Linda and Sue's hands displayedat the bottom. In some embodiments, Linda and Sue's individual resultsare first displayed at the bottom of the slot machine. From there, thedisplay shows the individual cards to be displayed moving upwardstowards the top of the screen where they are arranged into the teamresult. The cards that move to the top may be the originals thatthereupon leave Linda and Sue's individual results.

Alternatively, the cards moving to the top of the display may beduplicates, or may otherwise represent the cards from the individualresults that are being used to form a team result. For example, thecards in motion may be duplicates, or faded, highlighted, flashing,alternatively-colored, differently-sized, or differently-shapedrepresentations of the indicia from the individual results. For example,a card Ks in an individual result may be represented by a chess piece,advancing to the top of the screen, and bearing the marks of a Ks. Themotion of cards or other indicia, from a display of individual resultsto a display of a team result, makes it clear to a team player how ateam result is formed from individual results.

In another embodiment, a slot machine 300 displays multiple results fromindividual team players in proximity to one another. For example, theteam of Jack, Mary, and Bob, obtain the outcomes of bell-orange-bell,cherry-bar-cherry, and bar-cherry-bell, respectively. When the threeindividual results are combined into a team result, the three outcomesare displayed right above one another, as illustrated in FIG. 4B atdisplay 420. A line 430 is drawn through the indicia that are to formthe team result. So, for example, the line 430 is drawn going throughthe first cherry of Mary's outcome, continuing through the cherry ofBob's outcome, and continuing through the second cherry of Mary'soutcome. It is therefore evident to the team players that the threeindicia through which the line is drawn comprise the team outcome ofcherry-cherry-cherry. Other means of showing the grouping of indiciafrom different team players' outcomes are also possible. For example, aline may be drawn that encircles only the two cherries from Mary'soutcome and the cherry from Bob's outcome.

In one embodiment, the slot machine uses a puzzle metaphor to show howdifferent player outcomes combine to form a team outcome. After eachteam player's individual outcome has been generated, and the slot server200, or one of the slot machines 300-303, has determined the teamoutcome, then a team player's slot machine 300 may begin by displayingthe team outcome in faded color(s). For instance, the slot machine 300may display the team outcome of bell-bell-bell by showing three bellindicia in faded colors. Then, the slot machine 300 shows a bellindicium being taken from a team player's outcome and being overlaid ontop of one of the faded bells. Then another bell indicium from a teamplayer's outcome is taken and overlaid on top of another of the fadedbells. In this manner, players can visually see what the team outcome isgoing to look like, and can see how pieces of the “puzzle” are takenfrom individual team players' outcomes and put in place to form the teamoutcome.

In other puzzle embodiments, individual indicium take the form of shapesor structures. A team outcome can be displayed from among individualteam player indicia by showing such indicia coming together in such away as to complement each other in shape or structure. For example, oneteam player obtains an indicium in the shape of an incomplete circle(e.g., with a wedge-shaped space in the circle, or with a break in thecircumference of the circle). Another player obtains an indicium havinga complementary shape (e.g., the shape of the wedge-shaped space). Theteam result is formed by combining the indicia of the players (e.g.,aligning the incomplete circle and the wedge) into a complete circle.

In some embodiments, the combination of game results from different teamplayers may result in outcomes that are not attainable by a player onhis own. For example, two bands of video poker, one containing threeaces, and one containing two aces, may be combined to form a hand withfive aces. It would be impossible for a player using a single ordinarydeck to achieve a hand with five aces. Another hand of video pokerattainable through the combination of individual hands, but not in anindividual hand, would be a two-pair/flush. A team may receive bonuspayouts for achieving combinations not attainable by an individualplayer or by individual team members.

Based on the identified team result, each slot machine 300-303 storesthe payout credits, if any, in a random access memory (RAM) (not shown).A hopper controller 352 is connected to a hopper 354 for dispensingcoins. Each team player can cash out in a conventional manner by pushinga cash out button 370 on his or her respective slot machine 300-303. TheCPU 310 then checks the RAM to see if the player has any credit and, ifso, signals the hopper 354 to release an appropriate number of coinsinto a payout tray (not shown).

In a per-session embodiment, each team player starts his or herrepresentative slot machine 300-303 in a conventional manner. If aplayer inserts a player tracking card, the slot machine 300 willdetermine if the player is registered with a team. If the player is notregistered with a team, the player can play the slot machine 300 in aconventional manner. If the player is registered with a team, however,and agrees to participate in team play while one or more of the player'steammates are currently playing, each team player continues play in aconventional manner for an entire play session, in the manner describedabove. Once the session is complete, each slot machine 300-303 beingutilized by a team player can signal the slot server 200 with eachplayer's net result. The slot server 200 combines the net result of eachteam player in a predefined manner on a “per-session” basis to obtain ateam session result.

The slot server 200 then transmits the individual net results of eachteam player and the resulting team session result to each slot machine300-303, for display to each team player on a display. According tovarious embodiments of the present invention, the individual net resultsof each team player and the team session result may be displayed in anarea of video display 346 of slot machine 300. Alternatively, asdescribed with respect to various embodiments herein, player and/or teamresults may be displayed at a display of slot machine 300 other thanvideo display 346, such as display 510 (FIG. 5A).

In many embodiments described herein, the highest result among teamplayers' individual results becomes the team result. For example, thehighest payout among the team players on a given spin becomes the teamresult. The individual player results may thus be appropriatelyillustrated graphically so as to make it visually evident which teamplayer has obtained the highest result. For example, each team player'sname is listed horizontally along the axis of a bar graph. The barcorresponding to each player's name then illustrates the payout for theoutcome achieved by that player for the current spin. By looking at thebar graph, it becomes evident which player has achieved the highestpayout, because the bar corresponding to that player extends above allof the other bars. In some embodiments, once all team players'individual results have been graphically illustrated on the bar graph,the name and/or the bar of the player who has achieved the highestpayout on the spin is made prominent, so that it is even more clearwhich player's individual result has become the team result. A bar graphmay further be used to illustrate individual team players' net or grosssession results.

In some embodiments, sorting is used to illustrate a team result that isthe highest from among individual player results. For instance, thenames of three team players are listed in a column on a display of aslot machine 300. Once each team player has made his spin, the payoutfor each team player's outcome is posted next to the corresponding teamplayer's name. Then, the team players' names are rearranged in thecolumn on the screen, so that the name of the team player with thehighest payout is now at the top of the column.

Graphs may also be useful for depicting team results that are averagesof the results of individual team players. For instance, the grosswinnings for each team member are illustrated using a bar graph. Anexemplary bar graph is depicted in FIG. 5B at display 520. Then, ahorizontal line 530 is drawn across the graph to show the average grosswinnings for all team players. A player who sees the line 530 willnotice that the line 530 is below some of the better team playerresults, while it is above some of the worse team player results. Itwill thus make sense to the team players that the individual teamplayers' results are being averaged to achieve the team result.

Various embodiments of the present invention derive a team result fromthe sum of individual players' results. For example, a team result maybe the sum of the highest three payouts awarded to any team playerduring a session. A sum of individual player results may be illustratedin several ways. For instance, a team result may be illustrated using asingle bar in a bar graph. An exemplary illustration is provided in FIG.5C at display 540. The bar 550 is broken up into three colors or shades,with each shade representing the contribution of one of the threehighest outcomes. Thus, if a team result consists of outcomes paying,for example, 25, 50, and 50 coins, then the bar 550 may stretch from 0to 125, and may be colored green from 0 to 25, red from 25 to 75, andyellow from 75 to 125. Of course the bar 550 could be more creativelytextured, using for example, outcome indicia, coins, dollar signs, andso on. Each portion of the bar 550 may be tagged to illustrate the sizeof the payout, or the outcome that contributed to the leg of the bar.For example, the bottom portion of the bar 550 may be tagged “25”, thenext lowest portion “50”, and so on. Each portion of the bar 550 mayalso be tagged with the name of the person who obtained thecorresponding outcome.

In general, any graphic may be used to show how individual outcomescontribute to a larger team outcome, wherein some dimension or otherstatistic describing the graphic is in a fixed proportion to the amountof the contribution to the team result represented by the graphic. Inthe example of the bar graph above, the length of each leg of the bar isproportional to the payout of the outcome illustrated by the leg. Ofcourse, the statistic or dimension need not be in a fixed proportion tothe amount of the contribution. For example, the length of the leg of abar graph corresponding to the player contributing the greatest amountmay be displayed disproportionately (e.g., disproportionately larger) orotherwise displayed prominently.

In one embodiment, the display of a team member's slot machine 300 mustcontinually update the display of the highest five outcomes obtained bythe team thus far. This is because, as the session progresses, playersare likely to occasionally achieve outcomes that place in the top fiveof outcomes generated up to that point in the session. Therefore, thedisplay of the slot machine must remove the now sixth-highest outcomebeing displayed and display the newly achieved outcome that has placedin the top five.

The continual removal of the sixth-highest outcome, and its replacementwith a new outcome, can be graphically illustrated using a bucketmetaphor. An exemplary illustration is provided in FIG. 5D at display560. As a new outcome 570 places in the top five, it is placed in thetop of a bucket. The sixth-highest outcome 580 then falls out the bottomof the bucket, and is discarded. In various embodiments of the presentinvention, those outcomes not placing high enough to replace a previousoutcome may be displayed as falling outside of the bucket, and/or allthe way through the bucket.

There are, of course, many possible variations to this metaphor. Forinstance, five outcomes may be displayed as lined up, in numerical order(or in order of outcome value, or in order achieved), at the edge of acliff. Of course, the outcomes need not be displayed in any particularorder. When a new outcome having a value greater than the fifth-highestoutcome comes in, for example, it jostles the line, causing the nowsixth-highest outcome to fall off the edge of the cliff.

Alternatively, the outcomes may be any predetermined set of outcomes(e.g., the second through seventh highest outcomes; or all outcomesabove a threshold value). In such embodiments, when a new outcome havinga value greater than the lowest outcome of the group is achieved, forexample, the new outcome—causes the lowest outcome to fall out of thebucket, or off the edge of the cliff.

At the end of a session, the outcomes remaining in the bucket, forexample, are used to determine the team result. For example, the teamresult may consist of the four highest outcomes, the six highestoutcomes, or numerous other possible combinations of outcomes (e.g., thesecond, fourth, and fifth highest outcomes)

In some embodiments, a team may achieve a team result that qualifies theteam for a bonus game. For example, if the team result exceeds a certainthreshold, then the team may enter a bonus round. According to variousembodiments, one or more of the team players may have the opportunity tomake a decision in a bonus round that affects the outcome of the bonusround. For instance, in a bonus round involving a fantasy forest scene,each team member may suggest a tree beside which to dig for buriedtreasure. If one of the trees does yield the treasure, then the entireteam receives a prize associated with the treasure. Each team player maymake his decision from his own slot machine. In one embodiment of thepresent invention, each team member may view the same virtual scene, andwatch as holes are dug beside the trees chosen by each team member.

Based on the identified team session result, each CPU 310 locates thecorresponding payout in the appropriate field of the per-session payoutdatabase 1200, shown in FIG. 12, based on the number of team playerscurrently playing. When a payout is awarded to the per-session teamplayers, the slot machine 300 stores the credits in a random accessmemory (RAM) (not shown) or dispenses the appropriate number of coinsusing the hopper controller 352 and hopper 354.

A player tracking device 360 is also in communication with the CPU 310.The player tracking device 360 comprises a card reader 364 for readingplayer identification information stored on a player tracking card (notshown), which is preferably encoded with information to identify theplayer, in a known manner. The player tracking device 360 alsopreferably includes a display 362, having an associated playerinterface, such as a numeric keypad 363 for entry of player information.The player card tracking device may be embodied, for example, as theMastercom device, commercially available from Bally Manufacturing. For adiscussion of player card tracking devices, see, for example, U.S. Pat.No. 5,429,361 to Raven et al., incorporated by reference herein.

The slot machine 300 also includes a slot network interface 376 thatprovides a communication path between the representative slot machine300 and the slot server 200. Thus, as discussed further below,information may be communicated among the player tracking device 360,slot machine 300 and slot server 200.

Databases

As previously indicated, the player database 600, shown in FIG. 6,stores information on each player, including an identifier of eachplayer's team (or teams), if any, and the player's loyalty reward pointsbalance. The player database 600 maintains a plurality of records, suchas records 605 through 620, each associated with a different player. Foreach player identified by a player identifier in field 630, the playerdatabase 600 includes the name and address of the player in fields 635and 640, respectively. In addition, the player database 600 includes anidentifier of each team the player is associated with in field 645.Finally, the player database 600 includes each player's current loyaltyreward points balance in field 650. As previously indicated, theregistered team database 700, shown in FIG. 7, stores information oneach team that is registered for slot machine play, including anidentification of each team member. The registered team database 700maintains a plurality of records, such as records 705 and 710, eachassociated with a different team. For each team identified by a teamidentifier in field 720, the registered team database 700 includes anindication of each team player in fields 725 through 735, and theduration of each session for the illustrative per-session embodiment infield 740. In this manner, the slot server 200 can determine the namesand player identifiers of each player on a given team.

A team database might further include team preferences. By storing teampreferences, a slot server 200 could make it easier for a team to begina playing session similar in nature to a prior team session. Teampreferences might include the preferred type of slot machine to be usedby a team, the preferred game to be played on a slot machine, thepreferred length of a session, the preferred method of combiningindividual results into team results, the preferred method by whichindividual game results are to be displayed to other team members, andso on.

As previously indicated, the machine database 800, shown in FIG. 8,stores information on each slot machine in a casino, including the typeof each machine. The machine database 800 maintains a plurality ofrecords, such as records 805 and 810, each associated with a differentslot machine, such as the slot machine 300. For each slot machineidentified by a machine identifier in field 820, the illustrativemachine database 800 indicates the machine type in field 825, and theassociated number of reels, possible denominations and maximum wager infield 830 through 840, respectively. In this manner, the slot server 200can determine if each team player is utilizing a compatible slot machine300-303.

As previously indicated, the per-spin transaction database 900, shown inFIG. 9, stores play results for each team playing in a per-spinembodiment of the present invention. The per-spin transaction database900 maintains a plurality of records, such as records 905 and 910, eachassociated with a different team. For each team identified by a teamidentifier in field 920, the per-spin transaction database 900 includesthe per-spin results for each team player in fields 930, 940 and 950.Specifically, for a first team player, the per-spin results include anidentifier of the player in field 931, the corresponding game result infields 932 through 934, and an identifier of the machine utilized by theplayer in field 935. In this manner, the slot server 200 can analyze theper-spin individual game results of each player on a given team andcombine them in a predefined manner to obtain a team game result. In oneembodiment, the individual game results are combined by selecting thesymbol in each reel position that provides the team with the bestoverall game result having the highest payout.

As previously indicated, the per-session transaction database 1000,shown in FIG. 10, stores play results for each team playing in aper-session embodiment of the present invention. The per-sessiontransaction database 1000 maintains a plurality of records, such asrecords 1005 and 1010, each associated with a different team. For eachteam identified by a team identifier in field 1020, the per-sessiontransaction database 1000 includes the to-date session results for eachteam player in fields 1030, 1040 and 1050. Specifically, for a firstplayer, the to-date session results include an identifier of the playerin field 1031, an identifier of the machine utilized by the player infield 1032, and the current coin-in, coin-out and net values (coin-outless coin-in) in fields 1033 through 1035, respectively. In this manner,upon completion of a defined session, the slot server 200 can combinethe individual net results of each team player to obtain the teamsession result. In one embodiment, the individual net results arecombined by selecting the highest net result of each player on a giventeam and adjusting the coin-out of the additional players to obtain thesame net result. As previously indicated, the per-spin payout database1100, shown in FIG. 11, stores the payouts associated with each winningreel combination for a number of team sizes, for the per-spinembodiment. The per-spin payout database 1100 maintains a plurality ofrecords, such as records 1102-1134, each associated with a differentpossible game result. For each possible game result identified in field1140, the per-spin payout database 1100 includes the corresponding prizeawarded for a single player, two member team and three member team infields 1150 through 1170, respectively.

For example, if a single player not associated with a team hits the reelcombination “orange/orange/orange,” shown in record 1118, the playerwill be awarded 20 credits for the illustrative one-coin wager model.Likewise, if the team game result for a two member team is the reelcombination “orange/orange/orange,” each member of the team will beawarded 10 credits for the illustrative one-coin wager model. In amultiple coin play embodiment of the slot machine 300, the per-spinpayout database 1100 can include additional fields for recording payoutsassociated with the number of coins wagered by the player, as well asthe corresponding team size, as would be apparent to a person ofordinary skill in the art. Generally, the payout for a given game resultdecreases as the size of a team increases, to compensate for theincreased probability of a winning game result.

As previously indicated, the per-session payout database 1200, shown inFIG. 12, stores the payouts associated with each winning reelcombination for a number of team sizes, for the per-session embodiment.The per-session payout database 1200 maintains a plurality of records,such as records 1202-1234, each associated with a different possiblegame result. For each possible game result identified in field 1240, theper-session payout database 1200 includes the corresponding prizeawarded for a single player, two member team and three member team infields 1250 through 1270, respectively.

For example, if a single player hits the reel combination“orange/orange/orange,” shown in record 1218, the player will be awarded20 credits for the illustrative one-coin wager model. Likewise, if aplayer from a two member team hits the reel combination“orange/orange/orange,” on an individual pull of a team session, theindividual player will be awarded 15 credits for the illustrativeone-coin wager model. In a multiple coin play embodiment of the slotmachine 300, the per-spin payout database 1200 can include additionalfields for recording payouts associated with the number of coins wageredby the player, as well as the corresponding team size, as would beapparent to a person of ordinary skill in the art. Because player netresults approach the expected value return as the number of plays in thesession increases, per-session payout database 1200 may be modified togenerally increase payout levels for longer sessions.

As previously indicated, the per-spin probability database 1300, shownin FIG. 13, stores the probability that a given reel combination willresult for a number of team sizes in the per-spin embodiment, for anillustrative slot machine having three reels, each with two hundredtwenty (220) virtual reel stop positions. The number of reel stops oneach reel of the illustrative per-spin embodiment of the presentinvention has been increased by a factor of ten over a conventionaltwenty-two stop machine, in order to permit the probability of theoccurrence of the “seven” symbol (7) to be reduced for team sizesgreater than one. It is noted that a game result is selected in theillustrative per-spin embodiment by generating three random numbers andlooking up the result in the per-spin probability database 1300.

The per-spin probability database 1300 maintains a plurality of records,such as records 1305-1330, each associated with a different reel symbol.For each reel symbol identified in field 1140, the per-spin probabilitydatabase 1300 indicates the number of times, on average, that the reelsymbol will result on each reel for each 220 token plays of the slotmachine 300 in fields 1351-1353, 1361-1363 and 1371-1373 for a singleplayer, two member team and three member team, respectively. In analternate embodiment, the probability of a winning game result can bereduced by dynamically increasing the number of reels 332, 334, 336.

As previously indicated, the per-session probability database 1400,shown in FIG. 14, stores the probability that a given reel combinationwill result for a number of team sizes in the per-session embodiment,for an illustrative slot machine having three reels, each with twentytwo (22) symbols. Thus, as shown in field 1252 of record 1202, 8,570combinations out of a possible 10,648 reel combinations result in anonwinning game result for a single player in a per-session embodiment.

The per-session probability database 1400 maintains a plurality ofrecords, such as records 1402-1436, each associated with a differentpossible game result. For each possible game result identified in field1440, the per-session probability database 1400 includes the randomnumbers which lead to that reel combination for a single player in field1452, and the corresponding number of times, on average, that the gameresult will occur for each 10,648 token plays of the slot machine 300 infield 1454. Likewise, the per-session probability database 1400indicates the random numbers and corresponding expected hits per cyclefor the two member team and three member team in fields 1462-1464 and1472-1474, respectively.

For example, the game result “orange/orange/orange,” shown in record1420 of the per-session probability database 1400, will be theoreticallyexpected 42 times for each 10,648 token plays of the illustrative slotmachine 300 by a single player of the per-session embodiment. In anillustrative embodiment, the symbol “orange” appears twice on reelnumber one, three times on reel number two, and seven times on reelnumber three. Thus, the probability that the game result“orange/orange/orange” will result is 42 (2×3×7) out of the total 10,648possible game results (22×22×22) for a single player of the per-sessionembodiment. Likewise, the probability that the game result“orange/orange/orange” will result is 30 out of the total 10,648possible game results for a player from a two member team on anindividual pull of a team session.

The expected hits per cycle for the multiple player teams set forth infields 1460 and 1470 are similar to those set forth in field 1450 for anindividual player, except for the decreased probability of a number ofwinning game results (in order to fund team play). There are a number ofways to accomplish a decrease in the probability of a winningcombination. In the illustrative example shown in FIG. 14, theprobability of a winning combination for the multiple player teams hasbeen decreased by increasing the number of nonwinning combinations forthe multiple player teams, and providing a corresponding decrease to thewinning combinations. For example, when random numbers in the range 8571through 8917 are generated, they will result in nonwinning combinationsfor the two member team, as opposed to winning combinations for theindividual player. In an alternative embodiment, a decrease in theprobability of a winning combination for team play can be achieved byreallocating the symbol-to-reel allocation utilized by the slot machine300 by increasing the number of symbols which do not contribute towinning combinations.

It is again noted that the representative data provided in the per-spinand per-session payout databases 1100, 1200 and the per-spin andper-session probability databases 1300, 1400 are meant to be examples ofvalues that could be utilized to keep the house advantage approximatelythe same for team play as for individual play with conventional slotmachines, as would be apparent to a person of ordinary skill in the art.

Processes

As previously indicated, the slot server 200 and the individual slotmachines 300-303 being utilized by team players execute a number ofcooperative processes in order to coordinate team play in both theper-spin and per-session embodiments. As discussed below in conjunctionwith FIGS. 15 and 16, the individual slot machines 300-303 and the slotserver 200 each execute per-spin processes 1500, 1600, respectively, toimplement the per-spin embodiment of the present invention. Likewise, asdiscussed below in conjunction with FIGS. 17 and 18, the individual slotmachines 300-303 and the slot server 200 each execute per-sessionprocesses 1700, 1800, respectively, to implement the per-sessionembodiment of the present invention.

As shown in FIG. 15A, in the per-spin embodiment, an individualrepresentative slot machine 300 initiates the per-spin process 1500 uponreceipt of player tracking data from the player tracking device 360during step 1505. The slot machine 300 then retrieves the correspondingrecord from the player database 600, which may be stored locally or atthe slot server 200, during step 1510.

A test is performed during step 1515 to determine if the player isregistered on a team. If it is determined during step 1515 that theplayer is not registered on a team, then conventional slot machine playwill continue during step 1520. If, however, it is determined duringstep 1515 that the player is registered on a team, then a further testis performed during step 1525 to determine if a record exists for theteam in the per-spin transaction database 900. If it is determinedduring step 1525 that a record does not exist for the team in theper-spin transaction database 900, then the slot machine 300 signals theslot server 200 to create a new record for the team in the per-spintransaction database 900 during step 1530, before program controlproceeds to step 1535.

The slot machine 300 receives a signal from the slot server 200 duringstep 1535 indicating the start of team play. The slot machine 300 thenindicates to the player during step 1540 (FIG. 15B) that game play maybegin and receives a signal from the player initiating game play duringstep 1545. Three random numbers are obtained from the random numbergenerator 378 during step 1550. The symbols corresponding to each randomnumber are then retrieved from the per-spin probability database 1300during step 1555 and the individual game result is generated for theteam player. The individual game result is then transmitted to the slotserver 200 during step 1560.

Thereafter, each individual slot machine 300-303 where team players areplaying receives a signal from the slot server 200 during step 1565(FIG. 15C) indicating the individual game result of each team player andthe resulting team game result. The appropriate payout is retrieved fromthe per-spin payout database 1100 during step 1570, based on the teamgame result and the number of team players. The hopper controller 352 isinstructed to dispense the appropriate payout to the team player duringstep 1575. A test is performed during step 1580 to determine if the teamplayers desire additional spins. If it is determined during step 1580that the team players do desire additional spins, then program controlreturns to step 1545 (FIG. 15B) for further play in the manner describedabove. If, however, it is determined during step 1580 that the teamplayers do not desire further spins, then program control willterminate.

As previously indicated, the slot server 200 executes a per-spin process1600, shown in FIG. 16, in cooperation with the per-spin processes 1500being executed by the individual slot machines 300-303 being utilized byteam players. As shown in FIG. 16A, the slot server 200 initiates theper-spin process 1600 upon receipt of a signal from one or more of theindividual slot machines 300-303 being utilized by team players duringstep 1605 to open a new record for a team in the per-spin transactiondatabase 900. Thereafter, the slot server 200 will receive an identifierof each of the individual slot machines 300-303 being utilized by teamplayers during step 1610.

A test is performed during step 1615 to determine if each of theindividual slot machines 300-303 being utilized by team players arecompatible. If it is determined during step 1615 that each of theindividual slot machines 300-303 being utilized by team players are notcompatible, then a message is sent to each of the individual slotmachines 300-303 being utilized by team players during step 1620indicating that one or more of the machines are not compatible. If,however, it is determined during step 1615 that each of the individualslot machines 300-303 being utilized by team players are compatible,then a signal is sent to the team players during step 1625 indicatingthat game play may begin.

After each spin, the slot server 200 receives signals from each of theindividual slot machines 300-303 being utilized by team players duringstep 1630 indicating the individual game results of each team player.The individual game results are then recorded in the appropriate teamrecord in the per-spin transaction database 900 during step 1635. Theslot server 200 analyzes the individual game results during step 1640(FIG. 16B) and then determines the team game result providing thehighest possible payout. The slot server 200 then sends a signal to eachof the individual slot machines 300-303 being utilized by team playersduring step 1645 indicating the individual game results of each teamplayer, and the resulting team game result, before program controlterminates.

As previously indicated, the individual slot machines 300-303 and theslot server 200 each execute per-session processes 1700, 1800, shown inFIGS. 17 and 18, respectively, to implement the per-session embodimentof the present invention. As shown in FIG. 17A, in the per-sessionembodiment, an individual representative slot machine 300 initiates theper-session process 1700 upon receipt of player tracking data from theplayer tracking device 360 during step 1705. The slot machine 300 thenretrieves the corresponding record from the player database 600, whichmay be stored locally or at the slot server 200, during step 1710.

A test is performed during step 1715 to determine if the player isregistered on a team. If it is determined during step 1715 that theplayer is not registered on a team, then conventional slot machine playwill continue during step 1720. If, however, it is determined duringstep 1715 that the player is registered on a team, then a further testis performed during step 1725 to determine if a record exists for theteam in the per-session transaction database 1000. If it is determinedduring step 1725 that a record does not exist for the team in theper-session transaction database 1000, then the slot machine 300 signalsthe slot server 200 to create a new record for the team in theper-session transaction database 1000 during step 1730, before programcontrol proceeds to step 1735.

The slot machine 300 receives a signal from the slot server 200 duringstep 1735 indicating the start of team play. The slot machine 300 thenindicates to the player during step 1740 (FIG. 17B) that game play maybegin and receives a signal from the player initiating game play duringstep 1745. The coin-in meter is updated during step 1750 to indicate thenumber of coins (or other form of payment) deposited by the player toinitiate play. In addition, the coin-in information is sent to the slotserver 200 during step 1755 for entry in the appropriate team record ofthe per-session transaction database 1000.

A random number is received from the random number generator 378 duringstep 1760, which is utilized during step 1765 to retrieve thecorresponding game result from the appropriate field of the per-sessionprobability database 1400. The payout corresponding to the retrievedgame result is then retrieved during step 1770 from the per-sessionpayout database 1200, based on the game result and the number of teamplayers.

A signal is sent to the slot server 200 during step 1775 (FIG. 17C)indicating the team member's game result and payout for recording in thecoin-out field of the per-session transaction database 1000. A test isperformed during step 1780 to determine if the session has ended. If itis determined during step 1780 that the session has not ended, programcontrol returns to step 1745 (FIG. 177B) for further play in the mannerdescribed above. If, however, it is determined during step 1780 that thesession has ended, then a signal is sent to the slot server 200 duringstep 1785 indicating the end of the session.

Thereafter, a signal is received from the slot server 200 during step1790 indicating the individual net results of each team player, and theresulting team session result. The individual net results and teamsession results are displayed to each team player during step 1792 usingdisplay 510 (FIG. 5A), and the appropriate payout is awarded to eachteam player during step 1796, before program control terminates.

As previously indicated, the slot server 200 executes a per-sessionprocess 1800, shown in FIG. 18, in cooperation with the per-sessionprocesses 1700 being executed by the individual slot machines 300-303being utilized by team players. As shown in FIG. 18, the slot server 200initiates the per-session process 1800 upon receipt of a signal from oneor more of the individual slot machines 300-303 being utilized by teamplayers during step 1805 to open a new record for a team in theper-session transaction database 1000. Thereafter, the slot server 200will receive an identifier of each of the individual slot machines300-303 being utilized by team players during step 1810.

A test is performed during step 1815 to determine if each of theindividual slot machines 300-303 being utilized by team players arecompatible. If it is determined during step 1815 that each of theindividual slot machines 300-303 being utilized by team players are notcompatible, then a message is sent to each of the individual slotmachines 300-303 being utilized by team players during step 1820indicating that one or more of the machines are not compatible. If,however, it is determined during step 1815 that each of the individualslot machines 300-303 being utilized by team players are compatible,then a signal is sent to the team players during step 1825 indicatingthat game play may begin.

As per-session play continues, the slot server 200 will receive signalsfrom each of the individual slot machines 300-303 being utilized by teamplayers during step 1830, indicating the coin-in information and theindividual net results of team players. Thereafter, once the session hasended, the slot server 200 will receive a signal from one or more of theindividual slot machines 300-303 being utilized by team players duringstep 1835, indicating that the session is complete.

The slot server 200 calculates the team session result during step 1840.The slot server 200 then transmits the individual net results of eachteam player and the team session result to each of the individual slotmachines 300-303 being utilized by team players during step 1845, beforeprogram control terminates.

As previously indicated, the present invention may be applied to videopoker machines, as well as to the illustrative slot machines 300-303. Ina video poker implementation, the game results of each player on a giventeam are combined, and the result providing the highest payout, isprovided to each of the team members. The game results of each player ona given team may be combined, for example, by compiling the cards fromevery team player and selecting the hand with the highest possiblepayout from all of the drawn cards. In a further variation, each of theplayers on a team are dealt the same hand, and draw additional cards ina conventional manner. The best hand drawn by one of the team players isthen selected as the team result. If more than one player on the teamgets the same highest payout result, a bonus can be awarded to the team.In this manner, a team strategy where every player always picks adifferent draw combination than the other players is discouraged.

In yet another variation, each of the players on a team is dealt thesame hand, and then votes on a strategy for which cards to hold, such asholding a pair. The slot server 260 then analyzes the votes andimplements the strategy having the highest votes. If the resulting handis a winning hand, the team players are awarded the resulting payout.Team players can consult with one another, to increase playerinteraction and permit team players to receive the input and experienceof all the other team players towards achieving a payout.

According to various embodiments of this invention, team players maycommunicate with one another during the course of play. For instance,each team player's slot machine may contain a microphone and speaker. Ateam member may speak into the microphone of his slot machine. The slotmachine may then transmit audio to other team players' slot machines viathe slot network. The speakers of the other team players' slot machinesmay then broadcast the first team player's message. According to variousembodiments, team players may also communicate via text or symbolicmessages keyed into their respective slot machines using a standard“qwerty” keyboard, or any other buttons or keys. Team players may alsokey or write messages into their slot machines using the display screenof the slot machine. Communication among team players may allow teamplayers to provide hints and advice to each other on any games requiringdecisions. Communication may also allow team players to cheer each otheron, to congratulate each other, to console each other, and so on.

Printed Records

In various embodiments, the slot server may properly track and providepayouts/rewards for team play using printed records of the play of eachof the team members. Two or more members of a team may first engage inindividual play at their own respective gaming devices. Later, the twoor more members of the team may each print out a record of their gameplay. For example, a team member may hit a “print game record” button onhis gaming device. The gaming device may then print a list of the lastone hundred outcomes achieved by the team member (or any other number ofoutcomes). Outcomes may be printed in a number of forms, including: (i)text descriptions (e.g. “cherry-bell-bar)”; (ii) abbreviations (e.g.,“c-bl-br” for “cherry-bell-bar”); (iii) graphically (e.g., withgraphical depictions of symbols comprising the outcomes); (iv) inmachine readable form, such as in barcode form; and so on. Of course,outcomes may be printed in several forms, such as in text form andmachine-readable form, at the same time. In some embodiments, onlycertain information pertaining to an outcome may be printed, such as theoutcome's payout. Outcomes may be printed using a cashless gamingreceipt printer attached to or in communication with a gaming device.Alternatively, outcomes may be printed using any other printer attachedto or in communication with the gaming device or slot server (which maystore information about the outcomes received from the gaming device).

Once two or more team members have printed out records of their play,the records may be taken to a chip cashing desk, casino booth, or otherredemption area. A casino attendant may then examine the game records ofeach player and determine whether the one or more of the players are duea payment or other prize as a result of team play. For example, in someper-spin embodiments, each of two members of the team is to receive thehighest payout achieved by either team member on a given handle pull.Accordingly, the casino attendant may examine the records of the twoteam members' play side by side. The casino attendant may start with theearliest outcome listed on either player's printed record. If one of theoutcomes has a higher corresponding payout than the other, then thecasino attendant may pay the difference to the player with thelower-paying outcome. For example, if a first team member had achievedan outcome paying five coins, and the second team member had achieved anoutcome paying three coins, then the second team member may be given twoadditional coins. Presumably, the second team member has alreadyreceived three coins payout from his gaming device. However, in someembodiments, team members receive no payouts at their gaming devices,and receive all payouts due to them during the redemption process.Continuing with the present example, the casino attendant may nowexamine the second outcome listed on each of the team members' printedrecords. Once again, if one team member achieved a payout higher thanthat achieved by the other, the team member with the lesser payout maybe paid the difference. This process may continue until the casinoattendant has examined the entire record. It will be appreciated thatthe casino attendant may refrain from providing any moneys or payouts toteam members until the entirety of both records have been reviewed. Inthis manner, the casino attendant avoids having to make many smallpayouts, and can instead make one net payout to each team player at theend of the examination process.

In various embodiments, the process of examining a printed record ofteam outcomes may be automated. For instance, team members may eachinsert printed records of their outcomes in a kiosk. The kiosk maydetermine the outcomes achieved by the team members through scanningmachine-readable portions of the submitted records. The kiosk may alsobe operable to provide payouts to one or both of the team members asnecessary (e.g., via a cashless gaming receipt printer).

In various embodiments, a first team member may submit a printed recordof his outcomes to the gaming device of a second team member. The gamingdevice may compare the printed record of the first team member with astored (e.g., in memory) record of outcomes achieved by the second teammember. The gaming device may accordingly determine payouts due to thefirst and/or second team members. Thus, in these embodiments, a gamingdevice may serve as a redemption device. If the same gaming device hasalso generated outcomes for a team member already, then the gamingdevice need not print out a record for that team member as the gamingdevice may already store a record of the team member's outcomes.

In various embodiments, a team member must agree in advance to have acertain number of outcomes count towards team play. For example, a teammember might say that he wants his next two hundred outcomes to beeligible for team payouts (e.g., where each team member receives thehighest payout achieved by any team member on a given handle pull). Theteam member may, for example, navigate a series of menus on the screenof his gaming device in order to first select team play and then anumber of handle pulls applicable to team play. At the conclusion of thegeneration of the next two hundred outcomes, the gaming device mayautomatically print for the team a record of the two hundred outcomes.

Advanced notice of participation on a team may provide severaladvantages for a casino. First, as team play may result in certain extrapayments going to a team, the gaming device may need to adjust itspayout table accordingly in order to maintain a house advantage. Forexample, if on top of a standard pay schedule, a player could alsoreceive payouts when his teammate achieved a high payout, then a playercould conceivably make a profit from team play. Therefore, a gamingdevice may use an altered standard pay schedule when the gaming deviceis additionally being used for team play.

Advanced notice of participation on a team may also prevent players fromdeclaring that their outcomes are to count towards team play after theoutcomes have already been generated. For example, if two players havebeen playing at two different gaming devices, and one has had a stringof good outcomes, then both may decide to use their last one hundredoutcomes as part of a team result, in which now both players would getthe benefit of the string of good outcomes. If players were to declaretheir intentions in advance, then they would not be able to pick andchoose favorable times during which team play is to apply, as they wouldbe unaware of the outcomes the future would bring.

One further requirement for team play may be that members of a teaminitiate team play at their respective gaming devices at approximatelythe same time. Otherwise, a first player might initiate team play at afirst gaming device. Then, the second team player might initiate teamplay at a second gaming device only if the outcomes of the first playerwere favorable. Thus, printed records of outcomes may include a timestamp, such as an indication of the time at which team play wasinitiated. Two or more players may then be awarded a team prize orpayout only if the initiation of team play at their respective gamingdevices occurred at approximately the same time (e.g., within one minuteof each other). In some embodiments, the players may be required toinitiate corresponding handle pulls within a predetermined time of oneanother. For instance, the seventeenth handle pull of a first teamplayer must be initiated at approximately the same time as theseventeenth handle pull of a second team player. These embodimentsprovide added protection against a first team member finishing a sessionwhile a second waits to see if the first player has done well or not.

Thus, in one or more embodiments, two team players may indicate at theirrespective gaming devices a desire to engage in team play. The twoplayers may then independently generate outcomes at their respectivegaming devices in standard fashion (e.g., by inserting currency, pullingthe handle, etc.). At the conclusion of a period of team play, eachplayer may print out at his respective gaming device a record of theoutcomes generated during the period of team play. The records mayinclude a time stamp indicating the time period during which team playoccurred. The records may in fact include multiple indications of time,including a beginning of the period of team play, and end to the period,and indications of when one or more of the individual outcomes generatedduring the period were generated. A redemption device, such as a kiosk,may then compare the printed records for the two team members andprovide a payout based on certain rules applicable to team play.

In some embodiments, team members may have the opportunity toretroactively declare that a certain outcome or handle pull applies toteam play. For example, two team members are playing at adjacent gamingdevices. A first of the team members makes a handle pull. The second ofthe team members then makes another handle pull within three seconds ofthe first. The first team member obtains the outcome “bell-bell-bell,”with an associated payout of twenty coins. The second obtains theoutcome of “plum-bar-bell,” with an associated payout of zero coins. Thetwo team members then decide to declare the last handle pull for each asbeing part of team play. Accordingly, the second team member receives apayout of twenty coins, the difference between what the first teammember has already received, and what the second has already received.

Since it may be beneficial to retroactively declare team play for acertain outcome or handle pull, one or more team members may pay inadvance for the privilege of later making a retroactive declaration. Forexample, suppose two players are each playing at adjacent gamingdevices. They decide to each insert ten coins into their respectivegaming devices to purchase a privilege of retroactively declaring teamplay for one handle pull of the next one hundred handle pulls.Subsequently, for one hundred handle pulls, if both team members decideto retroactively declare team play for a given handle pull, then the twoplayers (or the appropriate player—such as the player who received thelesser payout during the given handle pull) will receive a team payoutbased on the result of the given handle pull. For example, suppose thaton the seventy-first handle pull one player receives a payout of eightycoins, and the other player receives a payout of twenty coins. Theplayers may each then retroactively declare the pull to be a team handlepull, after which the player who received twenty coins will receive anadditional sixty (eighty minus twenty equals sixty). In variousembodiments, the players may complete the entire one hundred handlepulls over which the privilege applies. The players' gaming devices (orthe slot server) may then automatically determine the handle pull towhich team play would most favorably apply. For instance, the slotserver may choose the handle pull from the last hundred handle pullsduring which the players had the greatest difference in payouts.

It will be appreciated that a privilege to retroactively apply team playmay extend to as few as one handle pull, or to any desired number ofhandle pulls. For example, team members may purchase a privilege toretroactively apply team play to up to five handle pulls within the nexthundred. It will also be appreciated that a privilege may remain ineffect for any number of handle pulls besides the one hundred handlepulls described in the example above. It will also be appreciated thatteam members may have to make a decision to retroactively apply a handlepull immediately following the handle pull, or that team members may beable to wait, e.g., until the last handle pull has been completed inwhich their privilege applies. In various embodiments, a privilege toretroactively apply team play may extend to a time period.

To purchase a privilege, one or more players on a team may navigateappropriate menus on the display screens of their gaming devices, or maypress appropriate buttons or areas of a touch screen with such labels as“purchase retroactive team privilege.” To exercise a privilege, one ormore team members may also navigate menus or press appropriate buttonsor areas on their gaming devices. For example, one button may be labeled“make last pull a team pull.”

In one or more embodiments, whether or not an outcome or handle pullcounts towards a team result may be determined randomly. For example,after a team player initiates a handle pull, but before the outcome ofthe handle pull is determined, the handle pull may randomly bedetermined to count towards team play. If the handle pull is determinedto count towards team play, then the one or more players on the team mayreceive a payout based on the subsequently determined outcome of thehandle pull.

In some embodiments, the respective gaming devices for each respectiveplayer on a team make random determinations as to whether or not thesubsequently determined outcomes will count towards team play. If eachof the gaming devices makes the determination that the subsequentoutcome that it generates will count towards team play, then a teamresult may be determined based on the outcomes generated at each of thegaming devices.

For example, Joe is playing on gaming device A, and Sue is playing ongaming device B. Joe and Sue each initiate a handle pull at about thesame time. After Joe initiates his handle pull, gaming device Adetermines that Joe's handle pull will count towards team play.Similarly, after Sue initiates her handle pull, gaming device Bdetermines that Sue's handle pull will count towards team play. Joe'sgaming device subsequently generates an outcome payout of five coins,and Sue generates an outcome paying eight coins. Joe is then awarded hispayout of five coins, plus three extra coins (the difference betweenSue's payout and Joe's original payout). Sue, meanwhile, receives herpayout of eight coins.

However, suppose in a second instance that Joe initiates a handle pulland gaming device A determines that it will count towards team play.Suppose further that Sue initiates a handle pull at about the same time,but gaming device B determines that the handle pull will not counttowards team play. Then team play will not apply to the outcomesgenerated in the second instance, since all gaming devices have notdetermined team play to be in effect. Therefore, in various embodiments,all gaming devices used by the members of a team must “agree” that theirrespective outcomes are to count towards team play in order for a teamresult to be generated. However, it will be appreciated that, in someembodiments, only a majority of team members' gaming devices may need to“agree” in order for the outcomes of all team members to count towards ateam result. It will also be appreciated that only a predeterminednumber or percentage of team members' gaming devices need “agree” inorder for the outcomes of all team members to count towards a teamresult.

In various embodiments, the gaming devices of various team members maynot independently determine whether a subsequently generated outcomewill count towards team play. Rather, the decision may be coordinated sothat all gaming devices come to the same determination. For example, theslot server may randomly determine whether the outcomes of a group ofgaming devices are to count towards a team result. The slot server'sdetermination, whether affirmative or negative, may then be communicatedto the appropriate gaming devices. The gaming devices may then displaythe determination to their respective players. For example, a displaymay read, “This spin counts towards team play. Good luck!” Of course, agaming device may display whether or not an outcome will count towardsteam play regardless of where or how the determination was made.

In various embodiments, the determination of whether or not an outcomewill count towards team play may be made after the outcome has beendetermined (e.g., after a set of symbol indicia have been determined),or may be made at about the same time that an outcome is beingdetermined. In embodiments where the determination is made afterwards,the determination may be made significantly afterwards. For example,after two team members have each completed fifty handle pulls, a slotserver may determine randomly that the twelfth handle pull of eachplayer counts towards team play. Accordingly, a team result may bedetermined based on the outcomes generated by each of the two teammembers during their respective twelfth pulls. In these embodiments, ifthere is a particular handle pull during which a team result would befavorable (e.g., during which the team or a player on the team wouldreceive a significant payout based on the team result), then teammembers may hope that the particular handle pull would subsequently bedetermined to count towards team play.

It should be noted that, in various embodiments, a team outcome may bedetermined based on an m^(th) pull made by a first player on a team andan n^(th) pull made by a second player on the team. For example, a teamoutcome may be determined based on the twelfth handle pull made by thefirst player, and based on the twentieth handle pull made by the secondplayer.

Virtual Tournaments

In various embodiments, virtual tournaments are possible, with aplurality of teams competing against one another for the highest teamsession result. According to various embodiments, all or a portion ofthe team session results could be displayed to a team playerparticipating in the tournament. For example, a player could view hisown team's result, as described above, in addition to the team resultsof the top five teams. Alternatively, or in addition, the results ofindividual players participating in the tournament could be displayed.

In one or more embodiments, two or more players on a team may be issueda single “team tracking card.” The team tracking card need not be“single” in the sense that there is only one physical card. Rather, eachof the two or more players may receive separate copies of the card.However, each of the cards may share common features, such as a commonidentifying number, common text, or common markings.

When any player has a copy of the team tracking card inserted into agaming device, play at the gaming device may be credited towards teamcomps. For instance, suppose player A and player B are part of the sameteam. Each is using a separate copy of the team tracking card, and eachis at a separate gaming device in which one comp point is awarded perhandle pull. Suppose that player A makes thirty handle pulls in a givenperiod of time, and player B makes twenty-five handle pulls in the sameperiod of time. Then, the team comprising player A and player B may beawarded fifty-five comp points due to the actions of player A and playerB during the given period of time.

Conventional player tracking card systems associate comp points withindividual players. For instance, a conventional comp system may includea database in which is stored in one field a player name, and in anassociated field a number of comp points belonging to the player.However, the present invention envisions a comp system in which comppoints are associated with groups, or teams of players. Accordingly, acomp system of the present invention may include a database in which arelisted team names in one field, and associated comp points in anassociated field. Each time one player on the team uses the teamtracking card to accumulate comp points, such comp points may be addedto the team's total, as stored e.g., in a database listing teams andassociated comp totals.

Various embodiments of the present invention include tracking cards thatare not associated with a particular player. Thus, when a player uses atracking card of the present invention, such as a team tracking card,comp points may be awarded to the team as a whole and not to theindividual player.

As used herein, the term “entity” may refer to an account from which aplurality of people may draw, and/or to which a plurality of people maycontribute. Thus, an entity may include an account of comp pointscorresponding to the members of a team. Comp points may be earned by oneor more members of the team and added to the account. Similarly, one ormore members of the team may use comp points stored in the account inorder to obtain benefits, such as meals.

Thus, in various embodiments, a slot server may receive an indicationthat a first number of comp points has been earned. The comp points mayhave been earned by a member of a team, for example. The slot server maythen award the first number of comp points to an entity, such as anaccount associated with the team. Note that comp points that have beenearned may be comp points that are due to be awarded. The comp pointsmay be due to be awarded, for example, as a result of a predeterminedamount of play or other wagering activity performed at a casino. In someembodiments, an indication that a comp point has been earned may includean indication that at least one play has been completed at a gamingdevice.

In embodiments described above, comp points may be earned by a firstplayer and then awarded to an entity. Subsequently, additional comppoints may be earned by a second player. The additional comp points mayalso be awarded to the entity. The first player and the second playermay be teammates, for example.

In some embodiments, awarding comp points to an entity may includeaccessing a database record corresponding the entity and updating afield in the record to reflect a new number of comp points associatedwith the entity. For example, a casino may maintain a database in whicheach record describes an entity and a number of comp points associatedwith the entity. The description of the entity may include a list ofplayer names associated with the entity. Such players may earn comppoints that are awarded to the entity.

In various embodiments, a tracking card may be associated with both ateam and with an individual player. For example, suppose player A is onthe “Connecticut Girls” team. When player A makes a handle pull on agaming device that awards two comp points per handle pull, player A maybe credited with one of the two comp points, and the Connecticut Girlsteam may be credited with the other of the two comp points. It will beappreciated that many possible divisions of comp points between anindividual and a team are possible. For example, every third comp pointawarded due to an individual's play may be credited to a comp accountassociated with the individual, while the remainder of the comp pointsmay be credited to a comp account associated with the individual's team.

Thus, in various embodiments, a slot server may determine a first numberof comp points that have been earned by a player at a gaming device. Theslot server may determine a team with which the player is associated.The slot server may then provide a second number of comp points to theplayer. For example, the second number of comp points may be half thefirst number of comp points. The slot server may then provide a thirdnumber of comp points to the team (e.g., to an account associated withthe team). The third number may be, for example, the portion of thefirst number that was not provided to the player. Thus, the sum of thesecond number and the third number may equal the first number. Inparticular, however, the sum of the second number and the third numberdoes not, in various embodiments, exceed the first number, as then theslot server would be providing more comp points than have been earned.

Team tracking cards allow members of a team to contribute comp points toa team. As such, team members may experience social pressure from otherteam members to play using the team tracking cards, so that the team asa whole benefits. Therefore, the use of team tracking cards mayencourage greater play at a casino.

In some embodiments teams may designate charities or other organizationsto benefit from comp points earned by team members. Thus, when a teamtracking card is inserted into a gaming device, one or more comp pointsearned at the gaming device may be associated with a charity designatedby the team. For example, the slot server may maintain a database whereeach record lists a team, a name of a charity, and a number of comppoints earned by the team that are to benefit the charity. When acertain number of comp points have been earned for a charity (either byone team, or multiple teams), the casino may provide the charity with abenefit. The benefit may take the form of cash, services (e.g., repairsto an orphanage), goods (e.g., books for a library), and so on. Thecasino may also provide the benefit to the team that earned the comppoints. The team may then provide the benefit to the charity. Thepresent embodiments may encourage members of an organization (such as ahouse of worship), or members believing in a common organization, toplay as a team in order to help the organization.

In various embodiments, team tracking cards may take on a customizedteam appearance. For example, each copy of a team tracking card may becolored purple and orange, the team colors. A different team may have acard printed in different colors. Each copy of the team tracking cardmay also include the team name and/or an identifier associated with theteam. Such an identifier may include a number or other alphanumericsequence.

Comps that have been earned by a team may be redeemed by one or moreteam members. For example, one or more team members may present theirteam tracking cards at a casino restaurant in order to receive acomplimentary meal. In various embodiments, a predetermined number orpercentage of team members must be present in order for comps to beredeemed. For example, two team members, each bearing a copy of the teamtracking card, may be required in order for comps to be redeemed. Thismay prevent a single team member from inequitably receiving comps thatshould rightfully be distributed among all the team members.

Teams may be structured such that only one player may earn comps for ateam account, and any player on the team may redeem the comp points fromthe team account. As used herein, the term “redeem” when used inreference to a comp point may include exchanging a comp point or comppoints for the privilege of performing one or more activities. Comppoints may be redeemed for various activities, such as for obtainingfree meals, for obtaining free or discounted show tickets, for obtainingfree hotel rooms, and so on. Thus, in various embodiments, a slot servermay receive an indication that one player has earned a number of comppoints. The slot server may then increment an account, such as a teamaccount, based on the number of comp points earned. The slot server maythen decrement the account based on activities of a plurality ofplayers, such as based on activities of other players on the team. Theactivities may include activities by the one player who has earned thecomp points for the team.

A team may be structured so that a plurality of players may earn comppoints for the team, but such that only one player may redeem the comppoints of the team. Thus, in one or more embodiments, a slot server mayreceive an indication that a plurality of players have collectivelyearned a number of comp points. The plurality of players may representthe members of a team, for example. The slot server may then incrementthe account based on the number of comp points earned by the pluralityof players. The one player who may redeem the comp points may laterredeem the comp points to perform some activity, such as to acquire afree meal for the team. Accordingly the slot server may decrement theaccount based on the activities of only one player. Note that the oneplayer may be on the team.

A team may be structured so that a plurality of players may earn comppoints for the team and a plurality of players may redeem comp pointsassociated with the team. Thus, in some embodiments a slot server mayreceive an indication that a plurality of players have collectivelyearned a number of comp points. The plurality of players may be membersof a team, for example. The slot server may increment an account basedon the number of comp points. For example, the account may be associatedwith the team. The slot server may then decrement the account based onactivities of the plurality of players. For example, the slot server maydecrement the account based on lunches received in return for comppoints.

In various embodiments, a person at a first gaming device may receivecomp points from play at a second gaming device. For example, the personmay have a single tracking card inserted into the first gaming device,and yet may receive comp points based on play at the second gamingdevice, where the second gaming device is different from the firstgaming device. Of course, the person may also receive comp points fromplay at the first gaming device (where his tracking card may already beinserted).

In these embodiments, a person with a single tracking card may playmultiple gaming devices and may receive comp points from all of them.For example, a person may insert his tracking card into one gamingdevice, and may then designate an adjacent gaming device as one fromwhich he would like to receive comp points for his play. Having inserteda tracking card into a first gaming device, a person may designate asecond by any one or more of: (i) entering into the first gaming devicean identification number of the second gaming device (e.g., a numberdisplayed on the housing of the second gaming device); (ii) designatinga relative location of the second gaming device in relation to the first(e.g., designating the gaming device to the right or to the left of thefirst gaming device); (iii) indicating the type of game featured on thesecond gaming device (e.g., “Monopoly®”, “Wheel of Fortune®”, etc.);(iv) indicating a location of the second gaming device relative to otherfixed landmarks (e.g., relative to prominent structural features of thecasino, such as a wall, post, or exit—“the first gaming device in therow three rows away from the back wall of this room”); and so on. Once aperson has designated one or more gaming devices in addition to thefirst gaming device, the person may commence play at all the gamingdevices and may receive comp points for this play at all the gamingdevices.

As used herein, a gaming device “contains” a tracking card when atracking card has been inserted into the gaming device and has notsubsequently been withdrawn from the gaming device. A gaming device thatcontains a tracking card may derive information from the tracking card,such as a name of the card's owner. The gaming device may deriveinformation from a tracking card by e.g., reading informationmagnetically encoded on a magnetic strip of the tracking card. Invarious embodiments, a person may receive comp points based on play at agaming device that does not contain a tracking card.

As described above, various embodiments may include the following steps.A slot server may receive an indication that a tracking card is insertedinto a first gaming device. The slot server may receive from the firstgaming device an indication of a selection of a second gaming device, inwhich the second gaming device does not contain a tracking card. Forexample, a player who has sat down at a first gaming device and insertedhis tracking card may select the second gaming device from the firstgaming device. The slot server may receive an indication that a numberof comp points has been earned for play at the second gaming device. Forexample, the player may engage in various wagering activities at thesecond gaming device in order to earn comp points. The slot server maythen award the number of comp points to an account associated with thetracking card. The account may belong, for example, to the player.

In various embodiments, a person may attempt to designate gaming devicesthat are already in use by unrelated players. The person may thusunfairly attempt to receive comp points based on the play of others.Accordingly, in various embodiments of the present invention, a secondgaming device that has been designated from a first gaming device maydisplay a confirmation screen. The confirmation screen may display amessage such as:

“Mr. Tom Anderson has designated this slot machine as one that he isplaying. Please confirm by pressing YES if you are Tom Anderson. If youare not Tom Anderson, please press NO.”

If the designated gaming device is already occupied by an unrelatedplayer, the player will most likely press NO, after which Tom Andersonwill be unable to receive comp points based on play at the second gamingdevice. However, if the second gaming device is unoccupied, then TomAnderson may go to the second gaming device and press YES to indicatethat he will in fact be playing the second gaming device.

Thus, a person with a single tracking card may receive comps from playat multiple gaming devices. Various embodiments also allow a team toreceive comp points from play at multiple gaming devices where there isonly a single team tracking card. For example, three team members maysit down at three adjacent gaming devices. The team member in the middlemay insert a team tracking card into his gaming device. The middle teammember may then designate the gaming devices to his left and right(those occupied by his fellow team members), such that play at thedesignated gaming devices will provide comp points to the team as awhole. Therefore, the team as a whole may receive comps based on theplay of three different team members, even though there is only a singlecopy of a team tracking card in use. It will be appreciated that thepresent embodiments may extend to cases where there are multiple copiesof a team tracking card in use, but where there are more team membersplaying than there are copies of the team tracking card in use. Forexample the holder of one copy of the tracking card may designate firstand second gaming devices to provide comps to the team, while the holderof another copy of the tracking card may designate third and fourthgaming devices to provide comps to the team.

In various embodiments, two or more team members may jointly participatein a bonus round of a gaming device.

To begin with, each of two or more team members may enter a bonus roundwhen one of the team members achieves a predetermined outcome. Forexample, one of the team members may achieve three special symbols onthe reels of his gaming device. Alternatively, the two or more teammembers may, amongst the group, achieve enough of a special symbol totrigger a bonus round. For example, on a two-person team, a first membermay achieve one of special symbol, and a second member may achieve twomore of the special symbol, such that three special symbols have beenachieved between the two team members. The two team members may thenjointly enter a bonus round.

Thus, in various embodiments, a first team member at a first gamingdevice may achieve an outcome sufficient to enter the first team memberand another player on the team into a bonus round. The slot server mayreceive an indication that the first team member has achieved an outcomeproviding entry into a first bonus round for both the first team memberand another team member. The slot server may thereupon determine asecond player at a second gaming device, in which the second player ison the same team as the first team member. For example, the slot servermay poll various gaming devices on the casino floor for the identitiesof players at the gaming devices. The slot server may compare theidentities to a list of players on the same team as the first teammember. If the slot server determines that a player at a gaming deviceon the slot floor is on the same team as the first team member (e.g.,because the name of the person at the gaming device matches the name ofa person on the same team as the first team member), then the slotserver may determine that the person is a second team member who willjointly participate in the bonus round with the first team member. Theslot server may then transmit instructions to the second gaming deviceof the second team member, instructing the gaming device to provideentry into a second bonus round for the second team member. The gamingdevice of the second team member may then communicate with the gamingdevice of the first team member in order that the two gaming devices mayrender a coordinated bonus round in which both team members areinvolved. In some embodiments, the first team member and the second teammember may play separate bonus rounds on their respective gamingdevices, such that the bonus rounds unfold independently of one another.

In various embodiments, as described above, a slot server or otherdevice may perform the following steps. The slot server may determine atype of symbol required for entry into a bonus round. The slot servermay determine a threshold number of such symbols required for entry intothe bonus round. For example, four “super-bonus” symbols are requiredfor entry into the bonus round. The slot server may then receive anindication of a first number of the type of symbol obtained by a firstplayer at a first gaming device. For example, the first player mayobtain three “super-bonus” symbols. The slot server may then receive anindication of a second number of the type of symbol obtained by a secondplayer at a second gaming device. For example, the second player mayreceive two “super-bonus” symbols. The slot server may then determine asum of the first number and the second number. To use the aboveexamples, the sum yields a total of five “super-bonus” symbols. The slotserver may then determine whether the sum is not less than the thresholdnumber of symbols. Continuing with the above example, the five symbolsobtained is not less than the threshold number of four symbols. The slotserver may then instruct, based on the sum not being less than thethreshold number of symbols (e.g., if the sum is not less than thethreshold number of symbols), the first gaming device to provide entryfor the first player into the bonus round at the first gaming device.

As is well-known in the art, a bonus round may be a game played at aslot machine that goes beyond the routine spinning of reels and theroutine generation of outcomes. A bonus round may involve a story,special graphics, special characters, selections from a player, and soon. For example, a bonus round may include a depiction of a jungle scenein which an animated monkey swings from tree to tree, grabbing fruit.Each piece of fruit grabbed by the monkey may confer winnings upon theplayer in the bonus round. It should be noted that a bonus round istypically a desirable place to be for a player as a player typicallyreceives a relatively large payout from a bonus round with little risk.

In various embodiments, an action by a first team member in a bonusround may be reflected on the screen of the gaming device of a secondteam member. For example, a first team member may pick a first door toopen in order to reveal a hidden prize. The display screen of the secondteam member's gaming device may (in addition to the first player'sscreen) show the door opening and show a prize behind the door.

In various embodiments each of two or more team members may make adecision while participating in the same bonus round. For example, twoteam members may be in a bonus round together in which there are threedoors. Each door may have a hidden prize behind it. A first team membermay have the opportunity to choose one door to open. The second teammember may then have the opportunity to choose a second door to open.The second team member may base his choice on the first team member'schoice in that the second team member may make a choice other than thatmade by the first team member. That is, the second team member may avoidchoosing the door that has already been opened by the first team member.Alternatively, the second team member may be prevented from repeatingthe choice of the first team member.

In various embodiments, two or more team members may each initiate thegeneration of a random result in a bonus round. For example, a bonusround may include the spinning of a wheel whose final positiondetermines a payout to one or more of the team members. During the samebonus round, a first team member may have the opportunity to initiatethe spinning of the wheel, and a second team member may have a separateopportunity to initiate the spinning of the wheel. Thus, for example,each team member may receive at least two payouts in the bonus round,one payout for each spinning of the wheel.

In various embodiments, a first team member may initiate an action, anda second team member may stop the action. For example, in a bonus round,a first team member may press a button that initiates the spinning of awheel. A second team member may press a button that halts the spinningof the wheel. Likewise, in an ordinary spin of the reels of a slotmachine, where the slot machine is being played by two team members, afirst team member may provide a first input to initiate the spinning ofthe reels, and a second team member may provide a second input to haltthe spinning of the reels. Based on the first input and the secondinput, an outcome comprising a plurality of indicia may be determined.The outcome may be based on symbols generated at a slot machine playedby both players. In various embodiments, a first team member may play afirst slot machine and a second team member may play a second slotmachine. The outcome may then be based on symbols generated on the reelsof both of the first and second slot machines. In the variousembodiments described above, two team members may then feel that eachhas exerted some control over the final outcome of the wheel, the reels,or of the particular action in question.

In various embodiments, each of two or more team members participatingin the same bonus round may make a decision or may initiate thegeneration of a random result. The best decision or the best randomresult may then be counted towards the team's progress in the bonusround. As a first example, suppose three team members are playing in thesame bonus round. The bonus round involves the spinning of a wheel togenerate a payout. In this example, each of the three team members spinsthe wheel once. The highest payout resulting from the three spins of thewheel will then be paid to each team member. Thus, if team member onespins the wheel to land on ten coins, team member two spins the wheel toland on thirty-five coins, and team member three spins the wheel to landon twenty coins, then each of the three team members gets a payout ofthirty-five coins (or alternatively thirty-five coins added to theirrunning tallies of winnings in the bonus round).

As a second example, suppose three team members are playing in the samebonus round in which a single character must be advanced around a gameboard. Each of the three team members may initiate the rolling of asimulated pair of dice. The game character will then advance on the gameboard a number of squares equal to the highest of the three rolls of thedice.

As a third example, suppose two team members are playing in the samebonus round in which prizes are hidden behind doors. A first of the twoteam members may pick a first door to reveal a first prize (e.g., afirst payout amount). A second of the two team members may then pick asecond door to reveal a second prize (e.g., a second payout amount).Both team members may then receive the better of the two prizes (e.g.,the highest of the two payout amounts). Alternatively, the team as awhole receives the better of the two prizes. It will be appreciated thatthere are many other circumstances in which the best decision from amongmultiple team members, or in which the best result from among multipleteam members may be applied to each or every team member, or to the teamas a whole.

In various embodiments, the best net result of a team member may beapplied to one or more other team members. For instance, two teammembers may each play the same bonus round in which they each make aseries of decisions (e.g., each picks a series of doors to revealprizes, or each makes a series of roles of the dice in order to have arepresentative game character traverse a game board). During the courseof the bonus round, each team member may maintain his or her ownseparate tally of accumulated credits or payout amounts. At the end ofthe bonus round, each team member may receive the highest of the talliesaccumulated by any team member.

In various embodiments, each of two or more team members may berepresented by separate characters or entities in a bonus round. Forexample, each of two team members may be represented by a separatecharacter that traverses a common game board in a bonus round. The gamecharacters may aid one another throughout the course of a bonus round.For example, a first game character may land in a “dungeon” on the gameboard, causing the game character to become imprisoned and ineligiblefor further turns or plays in the bonus round. However, a second gamecharacter may land on an area of the game board that allows him to“rescue” the first game character from the dungeon. After being rescuedthe first game character will be eligible for future turns or plays inthe bonus rounds.

Thus, in one or more embodiments, a first action taken by a first teammember in a bonus round may effect the actions that a second team memberis eligible to make. A first action by a first team member in a bonusround may effect whether a second team member is eligible to take anyaction at all. In the prior example, by rescuing the first gamecharacter (i.e., the first team member's character) from the dungeon,the second team member allowed the first team member to take furtheractions he otherwise would not have been able to take.

Embodiments in which one team member is allowed to rescue or otherwiseaid another may create excitement for team players, as well as a gooddeal of camaraderie. If one team member gets in trouble, he can cheerfor the other team member and hope to be rescued.

In one or more embodiments, two or more team members may participate ina common bonus round in which each must make decisions about which doorto open, which box to open, which grave to dig up, or which of anynumber of other possible selections to make in order to reveal a hiddenprize. Some selections may lead to prizes, while other selections maylead to a game character's elimination from the bonus round. Forexample, if a game character opens a door with a skull and crossbonessymbol, the game character may be eliminated from the bonus round. Insome embodiments, if a first team member (i.e., his character) iseliminated from a bonus round for making an inopportune choice, a secondteam member may have the first team member restored by making anotherchoice that reveals a “restore” or “redeem” or other such symbol orresult. The first team member may then continue to play in the bonusround. If the second team member is later eliminated, then the firstteam member may have the opportunity to return the favor.

In some embodiments, a first team member may be eliminated from a bonusround (e.g., after obtaining three of an elimination symbol or result).However, a second team member may remain in the bonus round. The firstteam member may ultimately receive the benefit of the second teammember's final result in the bonus round. For example, if a first teammember is eliminated from a bonus round after accumulating twenty-threecredits, and a second team member lasts in the bonus round until he hasaccumulated fifty credits, then the first team member may receive apayout of fifty credits. The second team member may also receive fiftycredits. Alternatively, the two team members may divide the fiftycredits amongst them. The division may be equal, or the second teammember may receive the larger portion for having been the one to lastlonger. In some embodiments, both team members may receive somecombination of the results of both team members. For example, both thefirst and second team members may receive 50+23=73 credits, the sum ofthe two team members' results. In any event, if a first team member isto benefit from the results of a second team member, then the first teammember may cheer for the second even after the first has been eliminatedfrom the bonus round. Team camaraderie may result.

In various embodiments, a bonus round may consist of various stages. Forexample, in a first stage, a team of players must reveal three prizesymbols hidden behind various doors before two lose symbols, alsohidden, are revealed. If the doors hiding the three prize symbols aresuccessfully chosen, then the players may advance to a second stage ofthe bonus round. In the second stage, for example, prizes may correspondto greater payouts. Further, players may be presented with a new set ofdoors and a new challenge to reveal a first predetermined number ofprize symbols before a second predetermined number of lose symbols arerevealed.

In one variation, each player may be eliminated individually from acommon bonus round. For example, a stage of a bonus round may consist agrid of opaque symbols hiding either prize symbols or lose symbols. Teamplayers may take turns picking opaque symbols in order to reveal thehidden symbols beneath. When any team member accumulates three losesymbols, then that team member may be eliminated from the bonus round.However, the other team members may remain in the bonus round and maycontinue to pick opaque symbols. When the team as a whole hasaccumulated a certain number of prize symbols (or has met some othercriteria for continuing), then the team may advance to the next stage ofthe bonus round. At this next stage, any team members who werepreviously eliminated may be brought back into the game. In this way, ateam member need not feel too badly if he is eliminated during onestage, because he may later be brought back if a teammate advances tothe next stage.

In various embodiments, a slot server may receive a first input from afirst player at a first gaming device. The first input may be, asdescribed above, a choice made by the first player (e.g., a choice of adoor to open in order to reveal a hidden prize) or the initiation of arandom outcome. The slot server may then receive a second input from asecond player at a second gaming device. The second player and the firstplayer may be on the same team. The slot server, or the first or secondgaming device, may determine a first state of the game based on thefirst input of the first player. As used herein, a state of a game mayinclude data that characterizes relevant parameters of a game at aparticular point in time. For example, a state of a game may include aposition of a game character on a game board, a number of pullsremaining in the game, a number of “missteps” allowed before the gameends, a number of credits or points won so far in the game, and so on.

To determine a first state, the slot server may, for example, receivefrom the first player an input that initiates the rolling of simulateddice. The numbers revealed by the dice may determine a number of spacesthat a game character advances on a game board. Thus, a first input ofthe first player may be used to determine a first state in which thefirst state includes a position of a game character on a game board. Inanother example, the first player may provide an input that includes achoice of a location from which to reveal a hidden prize. The slotserver may reveal the prize and credit the prize value to the firstplayer (and/or to team members of the first player, such as the secondplayer). The slot server may thereby determine a first state of a gamein which the first state includes a number of credits won by the firstplayer, and a particular location whose hidden prize has already beenrevealed. As will be appreciated, many other inputs by the first playermay lead to various other states of a game.

In a similar manner, the slot server (or the first gaming device or thesecond gaming device) may determine a second state of the game based onthe second input from the second player. For example, the first playermay initiate a first roll of simulated dice in order to advance a gamecharacter along a game board, resulting in a first state of the game.The second player may then initiate a second roll of simulated dice inorder to further advance the same game character along the game board,resulting in a second state of the game.

The slot server (or the first or second gaming device) may instruct thefirst gaming device to display the first state of the game to the firstplayer. A display of a state of a game may include, for example, agraphical depiction of a game character on a game board, a textrepresentation of a number of credits won so far in the game, a textdescription of a number of pulls remaining in the game, and so on. Theslot server may likewise instruct the second gaming device to displaythe first state of the game to the second player. Since the secondplayer may be involved in the same game as the first player, it isnatural that the second player would want to remain visually appraisedof the state of the game.

Ultimately, the game may come to a conclusion based on the variousinputs provided by the first and second players, and based onintermediate states during the game. Accordingly, the slot sever maydetermine a final state of the game based on at least one of the firststate, the second state, the first input provided by the first player,and the second input provided by the second player. The slot server maydetermine first compensation for the first player based on the finalstate. For example, if the final state includes a number of creditsaccumulated during the game, the first player may be awarded the numberof credits. In some embodiments, the first player is awarded half thenumber of credits, with the other half going to the second player.Likewise, the slot server may determine second compensation for thesecond player based on the final state.

In one or more embodiments, team members may vote on an action to betaken in a game on a gaming device. Such a game may include a bonusround. For example, the members of a team may be playing in a commonbonus round in which the team members as a group must decide which ofseveral doors to open in order to reveal a hidden prize. Each teammember may vote on the door to be opened by touching one of threelocations on the display screen of his/her gaming devices. For instance,the display screens of each of the players may display the same image ofthree doors. Each player may then cast his vote by touching either theleft door, the middle door, or the right door. The votes cast by eachteam member may be tallied, for example, by the slot server. The doorreceiving the most votes may then appear to open on the display screensof each of the team members, and the team may receive a payout or otherprize based on what is revealed by the door.

In various embodiments members of a team may vote on strategies to beused in other games. For example members of team may vote on a strategyto be used in video poker. In games involving risk, team members mayvote on the amount of risk to take. For example, various bonus roundsmay allow a team to quit a game with a certain amount of winnings, or topress on with the chance of greater winnings, but with a risk of losingthe existing winnings. The team members may vote on which two courses ofaction to take. In addition, players may play ordinary games, such asspinning the reels of a slot machine, as a team. The players may vote onhow much to wager on the games.

In various embodiments, if players vote on a course of action, and thereis a tie vote, the slot server may break the tie in various ways. Forexample, the slot server may randomly choose a course of action in agame, or may randomly choose a course of action from among thosereceiving the highest number of votes. The slot server may also choosethe course of action that is most favorable to the team (e.g., thecourse of action in a game of video poker with the highest expectedvalue).

In one or more embodiments, the object of a bonus round may be for twoor more teammates to find each other. For example, a game characterrepresenting each teammate may be placed in some portion of a maze.Through random results generated by the team members' gaming device, orthrough player decisions, the game characters may move through the maze.If the game characters ever do meet up, then the players may receive apredetermined bonus payout. In some embodiments, players may have anomniscient view of the maze so that they may see their locations in themaze as well as the locations of their teammates. However, in otherembodiments, players may have a view as if they were inside the mazethemselves, unable to see the larger layout of the maze.

Members of a team may desire to play at adjacent or nearby gamingdevices. Ordinarily, it may be difficult for members of a team,especially of a large team to find an empty block of gaming devices.Accordingly, in one or more embodiments, members of a team may reservegroup of gaming devices. To have the gaming devices reserved, the casinoor other establishment in which the gaming devices are used may prevent,during the time period specified in the reservation, players other thanthe team members from occupying the gaming devices that have beenreserved. The gaming devices will then be free for the team to useduring the reserved time period. A team benefits from being able toreserve a block of gaming devices because it allows them to playtogether. A casino benefits from the ability to bring a large group ofpeople to play at its devices.

One or more members of a team (e.g., a team leader) may request that agroup of gaming devices be reserved. The request may include a timeperiod during which the gaming devices are to be reserved. For example,the time period may be from 5:00 pm to 6:00 pm. Or the request may askthat the gaming devices be reserved from 5:00-5:05 pm, during which theteam may simply occupy the gaming devices and then stay as long as theywish. The request may include a deposit, such as a $40 deposit thatprovides the casino some assurance that the team will actually show upto play the gaming devices. By reserving gaming devices, the casino ispotentially losing money since it may have to either remove existingplayers from the gaming devices, or prevent players from using thegaming devices. If a team does not show up to claim the gaming devicesit has reserved, then the casino may keep the deposit. The casino isthen somewhat compensated for having to remove players or preventplayers from using its gaming devices. If the team does show up andclaim the reserved gaming devices, then the casino may return thedeposit. The deposit may be returned in the form of cash or may bereturned in the form of free handle pulls, or a credit balance on one ormore of the reserved gaming devices. For example, a $20 deposit on areserved gaming device may be returned in the form of a twenty-creditbalance (assuming the reserved gaming device is a $1 machine).

A gaming device that is reserved may display a message indicating thetimes during which it is reserved. The message may appear apredetermined amount of time prior to the reserved period. For example,suppose a gaming device is reserved from 5:00 pm to 6:00 pm. Then, at4:45 pm, a message may appear on the screen of the gaming deviceindicating that the current player has ten minutes to finish up afterwhich he will have to leave the gaming device due to a 5:00 reservation.A gaming device that is not currently in use may be “locked” apredetermined period of time prior to the reserved time period, so thatothers may not play on it.

When a team member arrives at a gaming device that has been reserved forhis team, he may insert his player tracking card, his team trackingcard, a special team code, or otherwise make it clear that the gamingdevice has been reserved for him. He may thereby activate the gamingdevice for play.

In one or more embodiments, when a first member of a team approaches agaming device and claims it as his (e.g., by identifying himself as partof the team), all other gaming devices reserved in the same block maybecome active again. The first gaming device may communicate to the slotserver that it has been claimed by the reserving party. The slot servermay then send a signal to the other gaming devices in the group thatthey need no longer remain locked. Alternatively, the first unreservedgaming device may communicate directly to the others in the group. Whena first gaming device signals a second in a group to become activeagain, the team member sitting at the second gaming device is spared thetrouble of entering a code, inserting a team tracking card or takingother measures required for claiming the reservation. Of course, it willbe appreciated that two team members may be required to appear at twogaming devices of a block of reserved gaming devices before the rest areunreserved, or three team members may be required, etc.

In one or more embodiments, a casino may dedicate special resources to agroup of people designated as a team. These resources may include adedicated cocktail waiter/waitress. The waiter/waitress may bring drinksand other refreshments exclusively to members of the team, so that theteam is kept happy. The dedication of a waiter/waitress is especiallyconvenient when the group of people has reserved a block of gamingdevices at which to play. The waiter/waitress then needs only bringrefreshments to a small area within the casino.

A dedicated casino worker, such as a waiter/waitress may become familiarwith the food and beverage preferences of team members, and mayaccordingly provide better service. For instance, a dedicatedwaiter/waitress may quickly learn that John likes an orange juice everyhour, Sam likes a tomato juice every three hours, and so on. A dedicatedcasino worker could further pass messages back and forth among teammembers. For instance, a waitress might ask John how he's doing as shebrings him his orange juice. When she later brings Sam his tomato Juice,she can relay to Sam that John is doing well.

A casino may provide a team with many expedited services. For example,team members may receive expedited hopper fills. In other words, when anumber of gaming devices on a casino floor require hopper fills, thosegaming devices belonging to team members may receive first priority. Onemotivation is that keeping one team member waiting may effectively keepthe others waiting as well. For instance, if all team members want to goout to dinner, but one is kept waiting by an empty hopper, then all teammembers must wait for the one team member to get his hopper filled.Thus, in order to maintain good feeling among all members of a team, acasino might expedite service for any of the members that need it. Otherexpedited services may include expedited check-in to a casino hotel,quicker seating at restaurants, quicker preparation of meals atrestaurants, and so on.

Therefore, in one or more embodiments, a casino, slot server, or otherrepresentative thereof, may identify one or more members of a team, andmay provide dedicated resources to the one or more members based ontheir membership in the team. Further, a casino may identify one or moremembers of a team, and may provide better or expedited services to thosemembers based on their membership on the team.

In various embodiments a casino may provide dedicated resources and orexpedited services based on the number of people who are on the team.For example, a team gets a dedicated waiter/waitress if there are atleast eight players on the team. There may be further requirements forreceiving dedicated resources. For example, at least eight members of ateam must be actively playing on the casino floor, or at least sixmembers of a team must play for at least an hour per day. Players on ateam may therefore be encouraged to remain at a casino, and to play atthe casino, so that the team may receive benefits of dedicatedpersonnel, or expedited services.

In various embodiments, a casino may provide a host for teams. A hostmay be a person that provides such services as checking-in team members,showing them to their rooms, making sure their luggage is transported totheir rooms, bringing show tickets to team members, giving themrestaurant advice, and so on. In general, a host may make sure that allthe needs of team members are satisfied in a timely fashion. Thus, ahost may be a large benefit provided to a team. In order to dedicate ahost to a team, a casino may require that the team consist of at least aminimum number of people, that team members gamble for at least acertain amount of time, that team members make at least a minimum numberof aggregate wagers, and so on. In order to benefit from having a host,a team may therefore strive to meet the requirements set forth by acasino. Therefore, casinos may benefit from attracting large enoughgroups of people to merit a host, and teams may benefit from having ahost.

In various embodiments, one or more members of a team may receive otherbenefits if the team is large enough and/or if the team is providing thecasino with enough play. For example, if a team has at least sixmembers, and each of the team members plays for at least two hoursduring a particular day, each member of the team may receive a freeticket to a show. Other benefits may include free or discounted meals,free or discounted rooms, or free or discounted merchandise.

Just as a team of players may reserve a block of slot machines, a teammay also reserve a block of hotel rooms (e.g., all adjacent to oneanother), a block of seats for a show, a block of seats by a pool, aspecial room or area at a spa or gym, and so on.

In one or more embodiments, one or more paylines from a group of gamingdevices may be combined into a single grid, from which further paylinesmay be derived. For example, suppose that each of three group members isplaying at his or her own gaming device with five reels and threesymbols per reel visible at any one time. In other words, each groupmember sees a grid of symbols consisting of three rows and five columns.Now, after each group member generates an outcome at his or herrespective gaming device, a group result may be derived by taking onerow from each of the three gaming devices, combining the three rows intoa three-by-five grid, and determining outcomes spanning the newlycreated paylines.

An example is illustrated in FIG. 19. Databases 1910, 1920, and 1930each represent the result of a spin at one of three group members'gaming devices, with the paylines labeled by player and numbered “1,”“2” and “3” for convenience. For instance, the first payline 1912obtained by “player 1” consists of the symbols “cherry,” “bell,”“orange,” “bar,” and “cherry.” The third payline 1926 obtained by“player 2” consists of the symbols “plum,” “plum,” “orange,” “bell,” and“orange.”

The combined team result is illustrated by database 1940. The firstpayline 1942 of database 1940 is taken from the first payline 1912 ofdatabase 1910. Similarly, the second payline 1944 of database 1940 istaken from the second payline 1924 of database 1920. The third payline1946 is taken from the third payline 1936 of database 1930.

Thus, by combining paylines from three different team members, a teamresult was made with an outcome of five cherries across one of the teampaylines. The outcome of five cherries is formed from the cherries inline one 1942 and column one, in line two 1944 and column two, in linethree 1946 and column three, in line two 1944 and column four, and inline one 1942 and column five, all of the combined team result 1940. Thepayline with the five cherries forms a “v”. Additionally, the “cherry”text is illustrated in boldface in order for each symbol in order tohighlight the payline.

Thus, in one or more embodiments, a slot server or other device mayperform the following steps. The slot server may receive an indicationof a first row of symbols from a first gaming device, in which the firstrow of symbols comprises a set of symbols that are displayed in ahorizontal band across a display screen of the first gaming device. Forexample, the first row may represent the symbols on a payline of thefirst gaming device. The slot server may then receive an indication of asecond row of symbols from a second gaming device. The slot server maythen combine the first row and the second row to form a two-dimensionalgrid of symbols comprising at least two rows. For example, the slotserver may stack the two rows one on top of the other. The slot servermay determine a payline on the two-dimensional grid, the paylinecomprising a plurality of symbols, in which the payline is not a row ofthe grid. For example, the payline may be a diagonal or a column of thegrid. The slot server may then determine a payout based on the pluralityof symbols.

Although the above example illustrated the combination of paylines (orrows) from different team members, it should be appreciated that columnsmay also be combined. For instance five team members may each contributea column of three symbols to a team result. Further, although the aboveexample illustrated a team result in which each team member contributedone line, it should be noted that a team result may be derived fromunequal contributions of the team members. In other words, one teammember may contribute two lines while another contributes none. A gamingdevice, group of gaming devices, or slot server may automaticallydetermine the lines (or other groups of symbols) that are to becontributed by each team member in order to make the most beneficialteam outcome. The gaming device may also determine the most beneficialorder in which to arrange the contributed lines in order to maximize thepayout or other prize that will be paid to the team. However, there maybe certain restrictions on how individual team members' results maycontribute to a group result. For example, a team member may contributeeither a whole payline, or nothing, but not just some symbols from aline.

In some embodiments, a team member may contribute a payline to a teamresult, such that the payline contributed is not a straight row. Rather,the payline may consist of the symbol in column one and row one, thesymbol in column two and row two, the symbol in column three and rowthree, the symbol in column four and row three, and the symbol in columnfive and row three. The contributed payline may be “straightened out” inthe team result so that the payline is now e.g., the first row of theteam result.

In some embodiments, each player on a team has only one payline, inwhich case each player of the team may contribute his or her payline toform a team result, from which new paylines may be derived. Also, a teamresult may be formed from a subset of team members. For example, of fourteam members, three contribute their results to form a group result.

In various embodiments, a bonus round may include a sports-themed gameinvolving the participation of two or more team members. In one or moreof these games, a first team member may benefit from the play of asecond team member. For example, in a baseball-themed game, each teammember receives a payout based on the number of home-runs hit by theteam member with the most home-runs hit. Exemplary games are describedbelow.

In a baseball-themed game, two or more team members may engage in a“Home Run Derby.” Each team member may then receive a payout based onthe most home runs hit by any one of the team members. Alternatively,each team member may receive a payout based on the furthest-hit home runof any team member.

In a football-themed game, two or more team members may engage in afield-goal kicking contest. Each team member may receive a payout basedon the longest successful field goal. Note that the games describedherein may, on the one hand, feature a competition between team members.However, team members may, at the same time, benefit from theperformance of others. So the competition may be especially friendly inthat one team member may hope to be bested by another so as to receivean even higher payout.

In a riflery-themed game, two or more team members may engage in acontest to see who can hit the most targets, or who can get closest tothe bull's eye of a target. Payouts may once again be based on the bestriflery performance turned in by a team member.

In a bowling game, payouts for each team member may be based on thehighest score achieved by any team member. A player's score may bedetermined based on a total number of pins knocked down, a total numberof strikes achieved, a total number of spares achieved, and so on. Insome cooperative embodiments, a first player may bowl a first ball toknock down a first subset of pins standing. A second player may thenbowl a second ball to knock down a second subset of pins standing (e.g.,to knock down the remaining pins standing). Players may thereby jointlycontribute to a score which will determine payouts for both of them.

In a fishing game, a payout for each player may be based on the largestfish caught by any player, or based on the most number of fish caught byany player.

In a racing game, a payout for each player may be based on the fastestlap around a track achieved by any player.

In a game based on solving mysteries, (e.g., a Clue™-themed game), twoor more team members may each have the opportunity to contribute tosolving a mystery. A first player may choose a suspect, e.g., throughactive selection or through spinning a reel that lands on a suspect. Thesuspect may be the player's choice as to who committed a crime. A secondplayer may choose a weapon the represents his choice of the weapon usedin committing the crime. A third player may choose a location thatrepresents his choice of the location in which the crime was committed.Each player on the team may then receive a payout based on thecorrespondence between the player's choices and what are deemed to bethe actual circumstances of the crime. For example, the payout may begreater if two of the choices were correct than if none of the choiceswere correct.

In a game based on an eating contest, each member of a team may choosean avatar to represent him or her. The avatars may then compete to eatfoods such as ice cream, hot dogs, or eggs. Each team member may thenreceive a payout based on the most food consumed by any of the avatars.

In a Leprechaun-themed game, each member of a team may try to catch asmany Leprechauns as possible. Each team member may receive a payoutbased on the most Leprechauns caught by any one of the team members.

In game based on a theme from reality television, players compete tomaintain a particular status for the longest amount of time. Forexample, as in the Survivor series, popular in the early twenty-firstcentury, game characters may compete to remain on an island withoutbeing voted off. Players may receive a payout based on thelongest-lasting character of any character on the team. Note that theremay be other game characters that do not corresponding to any teammember. These may be “house” characters, or may represent charactersfrom other teams competing in the same bonus game. There may be a numberof ways in which a reality television-themed game might be played. Inone embodiment, players take turns spinning a wheel, or reels of theirrespective gaming devices. If a player's own character comes up on thereels, then that character may be voted off the game. Alternatively, theplayer's character may appear on the reels along with some benefit, suchas immunity from being voted off for some number of future rounds, orhandle pulls. In this way, as more and more handle pulls are completed,characters gradually disappear from the game until only one remains.

In a lottery-themed game, each member of a team may receive a lotteryticket. For example, a representation of a lottery ticket may bedisplayed on the display screen of each team member's gaming device. Insome embodiments, each team member may have the opportunity to selectthe numbers that will appear on his/her lottery ticket. A common lotterydrawing may then occur for all of the players. For example, the slotserver determines six numbers at random. The lottery tickets of eachteam member are then compared to the six numbers determined by the slotserver. Each member of the team may then receive a payout based on themost matches between any one of the team members' tickets, and thenumbers drawn by the server. For instance, if there is one ticket amongall the team members' tickets in which there are four matches, and fouris the most matches of any ticket of the team members' tickets, theneach team member may receive a payout based on the four matches. In someembodiments, each member of the team may receive a payout based on thetotal number of matches made amongst all the team members' tickets. Forexample, if one team member has two matches, another team member has onematch and a third team member has one match, then there are four matchestotal. Each team member may then receive a payout based on four matches.

In a puzzle-themed game, each team member may work on a separate puzzle,striving to be the first one to complete his puzzle. Team members mayhave a limited amount of time and/or number of handle pulls in which tocomplete the puzzle. For example, each handle pull may bring a puzzlepiece that may help to complete the puzzle. At the end of the game, eachteam member may receive a payout based on most complete of the teammembers' puzzles. For example, if the most complete puzzle is ninetypercent complete, then each team member may receive a payout thatcorresponds to a ninety percent completion rate.

It will be appreciated that there are many other possible game formatsamenable to team play, and that the present invention is not limitedonly to those games described herein. It will also be appreciated thatvarious games described herein may be played from separate gamingdevices that are all involved in the same game. Each gaming device maydisplay a separate depiction of the game, yet the game may be common toseveral gaming devices. For instance, in a fishing game, an image ofseveral team members' characters floating on a pond may be replicated onthe display screens of each of the team members' gaming devices. Whenone team member takes an action that alters the game state, the alteredgame state may be displayed on each of the display screens of the teammembers' gaming devices.

It is to be understood that the embodiments and variations shown anddescribed herein are merely illustrative of the principles of thisinvention and that various modifications may be implemented by thoseskilled in the art without departing from the scope and spirit of theinvention.

1. A method comprising: determining a first number of comp points thathave been earned by a player at a gaming device; determining a team withwhich the player is associated; providing a second number of comp pointsto the player; and providing a third number of comp points to the team,in which the sum of the second number and the third number is notgreater than the first number.
 2. The method of 1 in which the sum ofthe second number and the third number is equal to the first number. 3.A method comprising: receiving an indication that one player has earneda number of comp points; incrementing an account based on the number ofcomp points; and decrementing the account based on redemptions by aplurality of players.
 4. A method comprising: receiving an indicationthat a plurality of players have collectively earned a number of comppoints; incrementing an account based on the number of comp points; anddecrementing the account based on redemptions by only one player.
 5. Amethod comprising: receiving an indication that a plurality of playershave collectively earned a number of comp points; incrementing anaccount based on the number of comp points; and decrementing the accountbased on redemptions by the plurality of players. 6-34. (canceled)